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1911 lines
45 KiB
C++
1911 lines
45 KiB
C++
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2007 Peter Mackay and Chris Swindle.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_surf.c: surface-related refresh code
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#include <pspgu.h>
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#include <pspgum.h>
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extern "C"
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{
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#include "../quakedef.h"
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}
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#ifdef PSP_VFPU
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#include <pspmath.h>
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#endif
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extern int LIGHTMAP_BYTES;
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#include "clipping.hpp"
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#include "video_hardware_fullbright.h"
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using namespace quake;
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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
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#define BLOCK_HEIGHT 128
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int lightmap_textures;
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unsigned blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: .lit support (*3 for RGB)
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int active_lightmaps;
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typedef struct glRect_s
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{
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unsigned char l,t,w,h;
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} glRect_t;
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//////////////////////////////////////////////////////////////////////////////
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//For none .lit maps./////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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qboolean lightmap_modified[MAX_LIGHTMAPS];
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glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
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#define MAX_VISIBLE_LIGHTMAPPED_FACES 1024
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// contains references to every msurface_t that's getting rendered.
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// in testing 512 is not enough for bigger complicated areas (like parts of dm2).
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// consider doubling to 2048 or somewhere inbetween.
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// when the limit gets exceeded, there will be some surfaces without lightmaps.
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lightmap_face_t lightmap_faces[MAX_VISIBLE_LIGHTMAPPED_FACES];
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// chains of lightmap faces for each lightmap num
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lightmap_face_t *lightmap_chains[MAX_LIGHTMAPS];
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int num_lightmapped_faces;
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int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
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// the lightmap texture data needs to be kept in
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// main memory so texsubimage can update properly
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byte lightmaps[1*MAX_LIGHTMAPS*BLOCK_WIDTH*BLOCK_HEIGHT];
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int lightmap_index[MAX_LIGHTMAPS];
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// For gl_texsort 0
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msurface_t *skychain = NULL;
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msurface_t *waterchain = NULL;
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glpoly_t *caustics_polys = NULL;
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glpoly_t *detail_polys = NULL;
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void VID_SetPaletteLM();
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// switch palette for lightmaps
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void VID_SetPaletteTX();
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// switch palette for textures
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/*
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===============
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R_AddDynamicLights
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===============
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*/
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void R_AddDynamicLights (msurface_t *surf)
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{
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int lnum;
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int sd, td;
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float dist, rad, minlight;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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mtexinfo_t *tex;
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// LordHavoc: .lit support begin
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float cred, cgreen, cblue, brightness;
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unsigned *bl;
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// LordHavoc: .lit support end
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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tex = surf->texinfo;
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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if ( !(surf->dlightbits & (1<<lnum) ) )
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continue; // not lit by this light
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rad = cl_dlights[lnum].radius;
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dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
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surf->plane->dist;
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rad -= fabsf(dist);
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minlight = cl_dlights[lnum].minlight;
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if (rad < minlight)
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continue;
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minlight = rad - minlight;
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for (i=0 ; i<3 ; i++)
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{
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impact[i] = cl_dlights[lnum].origin[i] -
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surf->plane->normal[i]*dist;
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}
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
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local[0] -= surf->texturemins[0];
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local[1] -= surf->texturemins[1];
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// LordHavoc: .lit support begin
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bl = blocklights;
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cred = cl_dlights[lnum].color[0] * 256.0f;
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cgreen = cl_dlights[lnum].color[1] * 256.0f;
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cblue = cl_dlights[lnum].color[2] * 256.0f;
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// LordHavoc: .lit support end
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for (t = 0 ; t<tmax ; t++)
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{
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td = int(local[1]) - t*16;
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if (td < 0)
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td = -td;
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for (s=0 ; s<smax ; s++)
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{
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sd = int(local[0]) - s*16;
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if (sd < 0)
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sd = -sd;
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if (sd > td)
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dist = sd + (td>>1);
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else
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dist = td + (sd>>1);
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if (dist < minlight)
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// LordHavoc: .lit support begin
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// blocklights[t*smax + s] += (rad - dist)*256; // LordHavoc: original code
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{
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brightness = rad - dist;
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if (!cl_dlights[lnum].dark)
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{
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bl[0] += (int) (brightness * cred);
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bl[1] += (int) (brightness * cgreen);
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bl[2] += (int) (brightness * cblue);
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}
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else
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{
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if(bl[0] > (int) (brightness * cred))
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bl[0] -= (int) (brightness * cred);
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else
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bl[0] = 0;
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if(bl[1] > (int) (brightness * cgreen))
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bl[1] -= (int) (brightness * cgreen);
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else
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bl[1] = 0;
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if(bl[2] > (int) (brightness * cblue))
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bl[2] -= (int) (brightness * cblue);
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else
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bl[2] = 0;
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}
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/*
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brightness = rad - dist;
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bl[0] += (int) (brightness * cred);
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bl[1] += (int) (brightness * cgreen);
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bl[2] += (int) (brightness * cblue);
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*/
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}
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bl += 3;
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// LordHavoc: .lit support end
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}
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}
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}
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}
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/*
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===============
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R_BuildLightMap
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Combine and scale multiple lightmaps into the 8.8 format in blocklights
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===============
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*/
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void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
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{
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int smax, tmax;
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int t;
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int i, j, size;
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byte *lightmap;
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unsigned scale;
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int maps;
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unsigned *bl;
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int r, g, b, a;
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//unsigned *blcr, *blcg, *blcb;
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surf->cached_dlight = (surf->dlightframe == r_framecount) ? qtrue : qfalse;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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size = smax*tmax;
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lightmap = surf->samples;
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// set to full bright if no light data
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if (r_fullbright.value || !cl.worldmodel->lightdata)
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{
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// LordHavoc: .lit support begin
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bl = blocklights;
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for (i=0 ; i<size ; i++) // LordHavoc: original code
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// blocklights[i] = 255*256; // LordHavoc: original code
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{
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*bl++ = 255*256;
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*bl++ = 255*256;
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*bl++ = 255*256;
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}
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// LordHavoc: .lit support end
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goto store;
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}
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// clear to no light
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// LordHavoc: .lit support begin
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bl = blocklights;
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for (i=0 ; i<size ; i++) // LordHavoc: original code
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// blocklights[i] = 0; // LordHavoc: original code
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{
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*bl++ = 0;
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*bl++ = 0;
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*bl++ = 0;
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}
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// LordHavoc: .lit support end
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// add all the lightmaps
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if (lightmap)
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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surf->cached_light[maps] = scale; // 8.8 fraction
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// LordHavoc: .lit support begin
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bl = blocklights;
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for (i=0 ; i<size ; i++) // LordHavoc: original code
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// blocklights[i] += lightmap[i] * scale; // LordHavoc: original code
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//lightmap += size; // skip to next lightmap // LordHavoc: original code
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{
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*bl++ += *lightmap++ * scale;
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*bl++ += *lightmap++ * scale;
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*bl++ += *lightmap++ * scale;
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}
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// LordHavoc: .lit support end
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}
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// add all the dynamic lights
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if (surf->dlightframe == r_framecount)
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R_AddDynamicLights (surf);
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// bound, invert, and shift
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store:
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switch (LIGHTMAP_BYTES)
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{
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case 4:
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stride -= (smax<<2);
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bl = blocklights;
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for (i=0 ; i<tmax ; i++, dest += stride)
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{
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for (j=0 ; j<smax ; j++)
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{
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// LordHavoc: .lit support begin
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// LordHavoc: positive lighting (would be 255-t if it were inverse like glquake was)
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t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
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t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
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t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
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*dest++ = 255;
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// LordHavoc: .lit support end
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}
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}
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break;
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case 3:
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stride -= (smax<<2);
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bl = blocklights;
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for (i=0 ; i<tmax ; i++, dest += stride)
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{
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for (j=0 ; j<smax ; j++)
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{
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// LordHavoc: .lit support begin
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// LordHavoc: positive lighting (would be 255-t if it were inverse like glquake was)
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t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
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t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
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t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
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*dest++ = 255;
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// LordHavoc: .lit support end
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}
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}
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break;
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case 2:
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bl = blocklights;
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union luxel {
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unsigned short rgb;
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byte bytes[2];
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};
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for (i=0 ; i<tmax ; i++ ,dest += stride)
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{
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for (j=0 ; j<smax*2 ; j++)
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{
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r = bl[0] >> 7; if (r > 255) r = 255; r = r >> 3;
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g = bl[1] >> 7; if (g > 255) g = 255; g = g >> 3;
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b = bl[2] >> 7; if (b > 255) b = 255; b = b >> 3;
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luxel lx;
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lx.rgb = (a << 15) | (b << 10) | (g << 5) | (r);
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dest[j] = lx.bytes[0];
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j++;
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dest[j] = lx.bytes[1];
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bl += 3;
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}
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}
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break;
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case 1:
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bl = blocklights;
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for (i=0 ; i<tmax ; i++ ,dest += stride)
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{
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for (j=0 ; j<smax ; j++)
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{
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// LordHavoc: .lit support begin
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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...
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bl += 3;
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// LordHavoc: .lit support end
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if (t > 255)
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t = 255;
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dest[j] = t;
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}
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}
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break;
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default:
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Sys_Error ("Bad lightmap format");
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}
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}
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/*
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===============
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R_TextureAnimation
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Returns the proper texture for a given time and base texture
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===============
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*/
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texture_t *R_TextureAnimation (texture_t *base)
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{
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int reletive;
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int count;
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if (currententity->frame)
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{
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if (base->alternate_anims)
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base = base->alternate_anims;
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}
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if (!base->anim_total)
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return base;
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reletive = (int)(cl.time*10) % base->anim_total;
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count = 0;
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while (base->anim_min > reletive || base->anim_max <= reletive)
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{
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base = base->anim_next;
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if (!base)
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Sys_Error ("R_TextureAnimation: broken cycle");
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if (++count > 100)
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Sys_Error ("R_TextureAnimation: infinite cycle");
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}
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return base;
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}
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/*
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=============================================================
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BRUSH MODELS
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=============================================================
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*/
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extern int solidskytexture;
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extern int alphaskytexture;
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extern float speedscale; // for top sky and bottom sky
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static inline void DrawGLPolyLM (glpoly_t * poly)
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{
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if (r_showtris.value)
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{
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sceGuDisable(GU_TEXTURE_2D);
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sceGuDisable(GU_BLEND);
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// Draw the lines directly.
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sceGumDrawArray(
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GU_LINE_STRIP,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF ,
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poly->numclippedverts, 0, poly->display_list_verts);
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sceGuEnable(GU_TEXTURE_2D);
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sceGuEnable(GU_BLEND);
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}
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else
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{
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// Draw the poly directly.
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sceGuDrawArray(
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GU_TRIANGLE_FAN,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF ,
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poly->numclippedverts, 0, poly->display_list_verts);
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}
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}
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static inline void DrawGLPoly (glpoly_t * poly)
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{
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sceGuDrawArray(
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GU_TRIANGLE_FAN,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
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poly->numclippedverts, 0, poly->display_list_verts);
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}
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static inline void DrawTrisPoly (glpoly_t *p) //Crow_bar
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{
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sceGuDisable(GU_TEXTURE_2D);
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// Does this poly need clipped?
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const int unclipped_vertex_count = p->numverts;
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const glvert_t* const unclipped_vertices = p->verts;
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if (clipping::is_clipping_required(
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unclipped_vertices,
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unclipped_vertex_count))
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{
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// Clip the polygon.
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const glvert_t* clipped_vertices;
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std::size_t clipped_vertex_count;
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clipping::clip(
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unclipped_vertices,
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unclipped_vertex_count,
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&clipped_vertices,
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&clipped_vertex_count);
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// Did we have any vertices left?
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if (clipped_vertex_count)
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{
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// Copy the vertices to the display list.
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const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
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glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
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memcpy(display_list_vertices, clipped_vertices, buffer_size);
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// Draw the clipped vertices.
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sceGuDrawArray(
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GU_LINE_STRIP,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
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clipped_vertex_count, 0, display_list_vertices);
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}
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}
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else
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{
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// Draw the poly directly.
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sceGuDrawArray(
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GU_LINE_STRIP,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
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unclipped_vertex_count, 0, unclipped_vertices);
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}
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sceGuEnable(GU_TEXTURE_2D);
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}
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void DrawGLPoly_ex (glpoly_t *p)
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{
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DrawGLPoly(p);
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}
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// speed up sin calculations - Ed
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extern float turbsin[];
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static inline void DrawGLWaterPolyLM (glpoly_t *p)
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{
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/*
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// Does this poly need clipped?
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const float real_time = static_cast<float>(realtime);
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const float scale = (1.0f / 64);
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const float turbscale = (256.0f / (2.0f * static_cast<float>(M_PI)));
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const int unclipped_vertex_count = p->numverts;
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//glvert_t* const unclipped_vertices = &(p->verts[p->numverts]);
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glvert_t* const unclipped_vertices =
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static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
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// Generate each vertex.
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const glvert_t* src = p->verts;
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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);
|
|
sceGuDepthFunc(GU_EQUAL);
|
|
|
|
if(LIGHTMAP_BYTES == 1)
|
|
VID_SetPaletteLM();
|
|
|
|
if (r_lightmap.value)
|
|
sceGuDisable(GU_BLEND);
|
|
|
|
lightmap_face_t * lmface;
|
|
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
|
|
{
|
|
lmface = lightmap_chains[i];
|
|
if (!lmface)
|
|
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);
|
|
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);
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
if(LIGHTMAP_BYTES == 1)
|
|
VID_SetPaletteTX();
|
|
|
|
sceGuTexOffset(0, 0);
|
|
sceGuTexScale(1, 1);
|
|
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
|
|
sceGuDepthFunc(GU_LEQUAL);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/*
|
|
================
|
|
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.
|
|
if (fa->flags & SURF_DRAWSKY)
|
|
{
|
|
// warp texture, no lightmaps
|
|
// shpuld: replace with scissor pass and then sky, maybe faster?
|
|
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;
|
|
}
|
|
// motolegacy -- end texflags
|
|
|
|
// 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++;
|
|
}
|
|
|
|
// 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;
|
|
|
|
sceGuEnable(GU_ALPHA_TEST);
|
|
sceGuAlphaFunc(GU_GREATER, 0xaa, 0xff);
|
|
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
|
|
sceGuColor(0xffffffff);
|
|
|
|
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;
|
|
}
|
|
|
|
sceGuAlphaFunc(GU_GREATER, 0, 0xff);
|
|
sceGuDisable(GU_ALPHA_TEST);
|
|
|
|
//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;
|
|
|
|
if (e->angles[0] || e->angles[1] || e->angles[2])
|
|
{
|
|
rotated = qtrue;
|
|
frustum_check = R_FrustumCheckSphere(e->origin, clmodel->radius);
|
|
|
|
}
|
|
else
|
|
{
|
|
rotated = qfalse;
|
|
VectorAdd (e->origin, clmodel->mins, mins);
|
|
VectorAdd (e->origin, clmodel->maxs, maxs);
|
|
frustum_check = R_FrustumCheckBox(mins, maxs);
|
|
}
|
|
|
|
if (frustum_check < 0)
|
|
return;
|
|
|
|
|
|
memset (lightmap_chains, 0, sizeof(lightmap_chains));
|
|
num_lightmapped_faces = 0;
|
|
|
|
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);
|
|
}
|
|
// 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;
|
|
}
|
|
else if (ISTEXTURE(e))
|
|
{
|
|
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
|
|
sceGuColor(GU_RGBA(255, 255, 255, (int)(e->renderamt * 255.0f)));
|
|
dlight = qfalse;
|
|
}
|
|
*/
|
|
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));
|
|
}
|
|
else
|
|
{
|
|
sceGuEnable(GU_ALPHA_TEST);
|
|
sceGuAlphaFunc(GU_GREATER, 0xaa, 0xff);
|
|
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
|
|
sceGuColor(0xffffffff);
|
|
}
|
|
//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);
|
|
R_RenderBrushPoly (psurf);
|
|
}
|
|
}
|
|
|
|
|
|
if(dlight)
|
|
{
|
|
sceGuDisable(GU_ALPHA_TEST);
|
|
R_BlendLightmaps ();
|
|
}
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
sceGuAlphaFunc(GU_GREATER, 0, 0xff);
|
|
sceGuDisable(GU_ALPHA_TEST);
|
|
}
|
|
/*
|
|
else if(ISSOLID(e))
|
|
{
|
|
sceGuAlphaFunc(GU_GREATER, 0, 0xff);
|
|
sceGuDisable(GU_ALPHA_TEST);
|
|
}
|
|
else if(ISTEXTURE(e))
|
|
{
|
|
sceGuColor(0xffffffff);
|
|
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
|
|
}
|
|
*/
|
|
//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)
|
|
{
|
|
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)
|
|
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);
|
|
|
|
// 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->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) {
|
|
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);
|
|
}
|
|
|
|
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
|
|
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];
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/*
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=============
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R_DrawWorld
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=============
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*/
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void R_DrawWorld (void)
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{
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entity_t ent;
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memset (&ent, 0, sizeof(ent));
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ent.model = cl.worldmodel;
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VectorCopy (r_refdef.vieworg, modelorg);
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currententity = &ent;
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currenttexture = -1;
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/*glColor3f (1,1,1);*/
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memset (lightmap_chains, 0, sizeof(lightmap_chains));
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num_lightmapped_faces = 0;
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R_ClearSkyBox ();
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R_RecursiveWorldNode (cl.worldmodel->nodes, false);
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R_AddStaticBrushModelsToChains ();
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DrawTextureChains ();
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R_BlendLightmaps ();
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//dr_mabuse1981: commented out, this was the one who caused the epic lag
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//DrawFullBrightTextures (cl.worldmodel->surfaces, cl.worldmodel->numsurfaces);
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//dr_mabuse1981: commented out, this was the one who caused the epic lag
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if (strcmp(skybox_name, "") != 0)
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R_DrawSkyBox();
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}
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/*
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===============
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R_MarkLeaves
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===============
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*/
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void R_MarkLeaves (void)
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{
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byte *vis;
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mnode_t *node;
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int i;
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if (r_oldviewleaf == r_viewleaf || mirror)
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return;
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++r_visframecount;
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r_oldviewleaf = r_viewleaf;
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vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
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for (i = 0; i < cl.worldmodel->numleafs; ++i)
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{
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if (vis[i>>3] & (1<<(i&7)))
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{
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node = (mnode_t *)&cl.worldmodel->leafs[i+1];
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do
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{
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if (node->visframe == r_visframecount)
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break;
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node->visframe = r_visframecount;
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node = node->parent;
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} while (node);
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}
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}
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}
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/*
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=============================================================================
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LIGHTMAP ALLOCATION
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=============================================================================
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*/
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/*
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========================
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AllocBlock -- returns a texture number and the position inside it
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========================
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*/
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int AllocBlock (int w, int h, int *x, int *y)
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{
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int i, j;
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int best, best2;
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int texnum;
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// ericw -- rather than searching starting at lightmap 0 every time,
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// start at the last lightmap we allocated a surface in.
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// This makes AllocBlock much faster on large levels (can shave off 3+ seconds
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// of load time on a level with 180 lightmaps), at a cost of not quite packing
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// lightmaps as tightly vs. not doing this (uses ~5% more lightmaps)
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for (texnum=last_lightmap_allocated ; texnum<MAX_LIGHTMAPS ; texnum++, last_lightmap_allocated++)
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{
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best = BLOCK_HEIGHT;
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for (i=0 ; i<BLOCK_WIDTH-w ; i++)
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{
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best2 = 0;
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for (j=0 ; j<w ; j++)
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{
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if (allocated[texnum][i+j] >= best)
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break;
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if (allocated[texnum][i+j] > best2)
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best2 = allocated[texnum][i+j];
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}
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if (j == w)
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{ // this is a valid spot
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*x = i;
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*y = best = best2;
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}
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}
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if (best + h > BLOCK_HEIGHT)
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continue;
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for (i=0 ; i<w ; i++)
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allocated[texnum][*x + i] = best + h;
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return texnum;
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}
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Sys_Error ("AllocBlock: full");
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return 0; //johnfitz -- shut up compiler
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}
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mvertex_t *r_pcurrentvertbase;
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model_t *currentmodel;
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int nColinElim;
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/*
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================
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BuildSurfaceDisplayList
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================
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*/
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static void BuildSurfaceDisplayList (msurface_t *fa)
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{
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int i, lindex, lnumverts;//, s_axis, t_axis;
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// float dist, lastdist, lzi, scale, u, v, frac;
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// unsigned mask;
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// vec3_t local, transformed;
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medge_t *pedges, *r_pedge;
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// mplane_t *pplane;
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// int vertpage;//, newverts, newpage, lastvert;
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// qboolean visible;
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float *vec;
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float s, t;
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glpoly_t *poly;
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// reconstruct the polygon
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pedges = currentmodel->edges;
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lnumverts = fa->numedges;
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// vertpage = 0;
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//
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// draw texture
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//
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poly = static_cast<glpoly_t*>(Hunk_Alloc (sizeof(glpoly_t) + (lnumverts - 1) * sizeof(glvert_t)));
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poly->next = fa->polys;
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poly->flags = fa->flags;
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fa->polys = poly;
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poly->numverts = lnumverts;
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for (i=0 ; i<lnumverts ; i++)
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{
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lindex = currentmodel->surfedges[fa->firstedge + i];
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if (lindex > 0)
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{
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r_pedge = &pedges[lindex];
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vec = r_pcurrentvertbase[r_pedge->v[0]].position;
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}
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else
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{
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r_pedge = &pedges[-lindex];
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vec = r_pcurrentvertbase[r_pedge->v[1]].position;
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}
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s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
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s /= fa->texinfo->texture->width;
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t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
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t /= fa->texinfo->texture->height;
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VectorCopy(vec, poly->verts[i].xyz);
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poly->verts[i].st[0] = s;
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poly->verts[i].st[1] = t;
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}
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//
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// remove co-linear points - Ed
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//
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// Colinear point removal-start
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lnumverts = poly->numverts;
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if (!gl_keeptjunctions.value && !(fa->flags & SURF_UNDERWATER) )
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{
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int numRemoved = 0;
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int j;
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for (i = 0 ; i < lnumverts ; ++i)
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{
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vec3_t v1, v2;
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const glvert_t *prev, *this_, *next;
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// float f;
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prev = &poly->verts[(i + lnumverts - 1) % lnumverts];
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this_ = &poly->verts[i];
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next = &poly->verts[(i + 1) % lnumverts];
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VectorSubtract( this_->xyz, prev->xyz, v1 );
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VectorNormalize( v1 );
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VectorSubtract( next->xyz, prev->xyz, v2 );
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VectorNormalize( v2 );
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// skip co-linear points
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#define COLINEAR_EPSILON 0.001
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if ((fabsf( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
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(fabsf( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
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(fabsf( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
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{
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for (j = i + 1; j < lnumverts; j = j + 1)
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{
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poly->verts[j - 1] = poly->verts[j];
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}
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--lnumverts;
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++nColinElim;
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numRemoved++;
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// retry next vertex next time, which is now current vertex
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--i;
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}
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}
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}
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// Colinear point removal-end
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poly->numverts = lnumverts;
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}
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/*
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========================
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GL_CreateSurfaceLightmap
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========================
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*/
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static void GL_CreateSurfaceLightmap (msurface_t *surf)
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{
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int smax, tmax;//, s, t, l, i;
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byte *base;
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if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
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return;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
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base = lightmaps + surf->lightmaptexturenum*LIGHTMAP_BYTES*BLOCK_WIDTH*BLOCK_HEIGHT;
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base += (surf->light_t * BLOCK_WIDTH + surf->light_s) * LIGHTMAP_BYTES;
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R_BuildLightMap (surf, base, BLOCK_WIDTH*LIGHTMAP_BYTES);
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}
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/*
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==================
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GL_BuildLightmaps
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Builds the lightmap texture
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with all the surfaces from all brush models
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==================
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*/
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void GL_BuildLightmaps (void)
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{
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int i, j;
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model_t *m;
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//Con_Printf ("Lightmap surfaces = %i\n", MAX_LIGHTMAPS);
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//Con_Printf ("Lightmap bytes = %i\n", LIGHTMAP_BYTES);
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memset (allocated, 0, sizeof(allocated));
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r_framecount = 1; // no dlightcache
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last_lightmap_allocated = 0;
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if (!lightmap_textures)
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{
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lightmap_textures = 0;
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}
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for (j=1 ; j<MAX_MODELS ; j++)
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{
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m = cl.model_precache[j];
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if (!m)
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break;
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if (m->name[0] == '*')
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continue;
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r_pcurrentvertbase = m->vertexes;
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currentmodel = m;
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for (i=0 ; i<m->numsurfaces ; i++)
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{
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// todo: investigate why this is done even for turb/sky
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GL_CreateSurfaceLightmap (m->surfaces + i);
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if ( m->surfaces[i].flags & SURF_DRAWTURB )
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continue;
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if ( m->surfaces[i].flags & SURF_DRAWSKY )
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continue;
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BuildSurfaceDisplayList (m->surfaces + i);
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}
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}
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//
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// upload all lightmaps that were filled
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//
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char lm_name[16];
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for (i=0 ; i<MAX_LIGHTMAPS ; i++)
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{
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if (!allocated[i][0])
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break; // no more used
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lightmap_modified[i] = qfalse;
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lightmap_rectchange[i].l = BLOCK_WIDTH;
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lightmap_rectchange[i].t = BLOCK_HEIGHT;
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lightmap_rectchange[i].w = 0;
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lightmap_rectchange[i].h = 0;
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sprintf(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);
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}
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}
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