fteqw/engine/gl/gl_ppl.c

5434 lines
136 KiB
C
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//FIXME: Light visibility is decided from weather the light's pvs overlaps the view pvs.
//This doesn't take light radius into account. This means that lights around corners that will never be visible are drawn in full per-pixel goodness.
//This is bad. lights*3, 33% framerate for no worthwhile effect.
#include "quakedef.h"
#ifdef RGLQUAKE
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#define qglGetError() 0
//these are shared with gl_rsurf - move to header
void R_MirrorChain (msurface_t *s);
void GL_SelectTexture (GLenum target);
void R_RenderDynamicLightmaps (msurface_t *fa, int shift);
void R_BlendLightmaps (void);
void PPL_BeginShadowMesh(dlight_t *dl);
void PPL_FinishShadowMesh(dlight_t *dl);
void PPL_FlushShadowMesh(dlight_t *dl);
void PPL_Shadow_Cache_Surface(msurface_t *surf); //only caches for lighting
void PPL_Shadow_Cache_Leaf(mleaf_t *leaf);
extern qboolean r_inmirror;
extern int gldepthfunc;
extern int *lightmap_textures;
extern int lightmap_bytes; // 1, 2, or 4
extern cvar_t gl_detail;
extern cvar_t gl_detailscale;
extern cvar_t gl_overbright, gl_overbright_all;
extern cvar_t r_fb_bmodels;
extern cvar_t gl_part_flame;
extern cvar_t gl_maxshadowlights;
extern cvar_t r_shadow_realtime_world;
extern cvar_t r_shadow_realtime_world_lightmaps;
extern cvar_t r_shadow_glsl_offsetmapping;
extern cvar_t r_shadow_glsl_offsetmapping_scale;
extern cvar_t r_shadow_glsl_offsetmapping_bias;
extern int detailtexture;
extern cvar_t gl_bump;
extern cvar_t gl_specular;
extern cvar_t gl_mylumassuck;
//end header confict
extern cvar_t gl_schematics;
extern cvar_t r_drawflat;
extern cvar_t r_wallcolour;
extern cvar_t r_floorcolour;
float r_lightmapintensity; //1 or r_shadow_realtime_world_lightmaps
int overbright;
extern lightmapinfo_t **lightmap;
extern model_t *currentmodel;
extern int *deluxmap_textures;
extern int normalisationCubeMap;
int r_shadowframe;
int shadowsurfcount;
int shadowedgecount;
int shadowlightfaces;
int shadowemittedeges;
int ppl_specular_shader;
int ppl_specular_shader_vieworg;
int ppl_specular_shader_texr;
int ppl_specular_shader_texu;
int ppl_specular_shader_texf;
int GLR_LightmapShift (model_t *model);
//#define glBegin glEnd
qboolean PPL_ShouldDraw(void)
{
if (r_inmirror)
{
if (currententity->flags & Q2RF_WEAPONMODEL)
return false;
}
else
{
if (currententity->flags & Q2RF_WEAPONMODEL && r_secondaryview >= 2)
return false;
if (currententity->flags & Q2RF_EXTERNALMODEL && r_secondaryview != 3)
return false;
// if (currententity->keynum == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
// return false;
// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
// continue;
if (!Cam_DrawPlayer(r_refdef.currentplayernum, currententity->keynum-1))
return false;
}
return true;
}
typedef struct {
int count;
msurface_t **s;
} shadowmeshsurfs_t;
typedef struct shadowmesh_s {
int numindicies;
int numverts;
int *indicies;
vec3_t *verts;
//we also have a list of all the surfaces that this light lights.
int numsurftextures;
shadowmeshsurfs_t *litsurfs;
unsigned char *litleaves;
} shadowmesh_t;
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
struct {
short count;
short count2;
int next;
int prev;
} edge[MAX_MAP_EDGES];
int firstedge;
vec3_t lightorg = {0, 0, 0};
float lightradius;
typedef struct {
float xyz[3]; //xyz world coordinates
float stw[2]; //base texture/normalmap/specular map st coords
float stl[3]; //lightmap/deluxmap st coords (or attenuated distance*colour)
float ncm[3]; //normalisation cube map (reflected light dir)
} surfvertexarray_t;
#define MAXARRAYVERTS 2048
static surfvertexarray_t varray_v[MAXARRAYVERTS];
static index_t varray_i[MAXARRAYVERTS];
//static unsigned int varray_i_forward[MAXARRAYVERTS];
//static unsigned int varray_i_polytotri[MAXARRAYVERTS]; //012 023 034 045...
int varray_ic;
int varray_vc;
#define inline static
extern qboolean varrayactive; //used by the backend
inline void PPL_EnableVertexArrays(void)
{
varrayactive = false;
qglDisableClientState(GL_COLOR_ARRAY);
qglEnableClientState(GL_VERTEX_ARRAY);
qglVertexPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->xyz);
}
inline void PPL_FlushArrays(void)
{
if (varray_ic)
qglDrawElements(GL_TRIANGLES, varray_ic, GL_INDEX_TYPE, varray_i);
varray_ic = 0;
varray_vc = 0;
}
static void PPL_GenerateArrays(msurface_t *surf)
{
int vi;
if (!surf->mesh)
return;
if (surf->mesh->numindexes > MAXARRAYVERTS)
return;
if (surf->mesh->numvertexes > MAXARRAYVERTS)
return;
if (!surf->mesh->st_array)
return;
if (!surf->mesh->lmst_array)
return;
if (varray_ic) //FIXME: go muuuch faster please
PPL_FlushArrays();
for (vi = 0; vi < surf->mesh->numindexes; vi++)
varray_i[vi] = surf->mesh->indexes[vi];
for (vi = 0; vi < surf->mesh->numvertexes; vi++)
{
VectorCopy(surf->mesh->xyz_array[vi], varray_v[vi].xyz);
varray_v[vi].stw[0] = surf->mesh->st_array[vi][0];
varray_v[vi].stw[1] = surf->mesh->st_array[vi][1];
varray_v[vi].stl[0] = surf->mesh->lmst_array[vi][0];
varray_v[vi].stl[1] = surf->mesh->lmst_array[vi][1];
}
varray_vc = surf->mesh->numvertexes;
varray_ic = surf->mesh->numindexes;
}
static void PPL_GenerateDetailArrays(msurface_t *surf)
{
int vi;
if (!surf->mesh)
return;
if (surf->mesh->numindexes > MAXARRAYVERTS)
return;
if (surf->mesh->numvertexes > MAXARRAYVERTS)
return;
if (!surf->mesh->st_array)
return;
if (!surf->mesh->lmst_array)
return;
if (varray_ic) //FIXME: go muuuch faster please
PPL_FlushArrays();
for (vi = 0; vi < surf->mesh->numindexes; vi++)
varray_i[vi] = surf->mesh->indexes[vi];
for (vi = 0; vi < surf->mesh->numvertexes; vi++)
{
VectorCopy(surf->mesh->xyz_array[vi], varray_v[vi].xyz);
varray_v[vi].stw[0] = surf->mesh->st_array[vi][0]*gl_detailscale.value;
varray_v[vi].stw[1] = surf->mesh->st_array[vi][1]*gl_detailscale.value;
}
varray_vc = surf->mesh->numvertexes;
varray_ic = surf->mesh->numindexes;
}
/*
static void PPL_BaseChain_NoLightmap(msurface_t *first, texture_t *tex)
{
Sys_Error("1 TMU is disabled for now (surface has no lightmap)\n");
}
*/
static void PPL_BaseChain_NoBump_1TMU(msurface_t *first, texture_t *tex)
{
int vi;
glRect_t *theRect;
msurface_t *s;
PPL_EnableVertexArrays();
qglDisable(GL_BLEND);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
GL_TexEnv(GL_REPLACE);
GL_Bind (tex->gl_texturenum);
for (s=first; s ; s=s->texturechain)
{
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
qglEnable(GL_BLEND);
GL_TexEnv(GL_MODULATE);
if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
qglBlendFunc (GL_ZERO, GL_SRC_COLOR);
else if (gl_lightmap_format == GL_INTENSITY)
{
qglColor4f (0,0,0,1);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (gl_lightmap_format == GL_RGBA)
qglBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
vi = -1;
for (s=first; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
/*static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
int vi;
glRect_t *theRect;
PPL_EnableVertexArrays();
if (tex->alphaed)
{
qglEnable(GL_BLEND);
GL_TexEnv(GL_MODULATE);
}
else
{
qglDisable(GL_BLEND);
GL_TexEnv(GL_REPLACE);
}
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_TexEnv(GL_MODULATE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
vi = -1;
for (; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
if (vi<0)
qglEnable(GL_TEXTURE_2D);
vi = s->lightmaptexturenum;
if (vi>=0)
{
GL_Bind(lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
else
qglDisable(GL_TEXTURE_2D);
}
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawRangeElements(GL_TRIANGLES, 0, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
//qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
}
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}*/
static void PPL_BaseChain_NoBump_2TMU_Overbright(msurface_t *s, texture_t *tex)
{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
int vi;
glRect_t *theRect;
PPL_EnableVertexArrays();
if (tex->alphaed || currententity->shaderRGBAf[3]<1)
{
if (*tex->name == '{')
{
qglEnable(GL_ALPHA_TEST);
qglDisable(GL_BLEND);
GL_TexEnv(GL_REPLACE);
}
else
{
qglEnable(GL_BLEND);
GL_TexEnv(GL_MODULATE);
}
}
else
{
qglDisable(GL_BLEND);
GL_TexEnv(GL_REPLACE);
}
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE1_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexEnv(GL_MODULATE);
/* if (currententity->shaderRGBAf[3]<1)
{
s->lightmaptexturenum = -1;
qglBlendFunc(GL_SRC_COLOR, GL_ONE);
}
*/
if (overbright != 1)
{
GL_TexEnv(GL_COMBINE_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, overbright); //this is the key
}
vi = -1;
for (; s ; s=s->texturechain)
{
if (!s->mesh) //urm.
continue;
if (s->mesh->numvertexes <= 1)
continue;
if (vi != s->lightmaptexturenum)
{
if (vi<0)
qglEnable(GL_TEXTURE_2D);
vi = s->lightmaptexturenum;
if (vi>=0)
{
GL_Bind(lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
else
qglDisable(GL_TEXTURE_2D);
}
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawRangeElements(GL_TRIANGLES, 0, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
}
if (overbright != 1)
{
qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1); //just in case
GL_TexEnv(GL_MODULATE);
}
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (tex->alphaed)
qglDisable(GL_ALPHA_TEST);
}
/*
static void PPL_BaseChain_NoBump_2TMU_TEST(msurface_t *s, texture_t *tex)
{ //this was just me testing efficiency between arrays/glbegin.
int vi, i;
glRect_t *theRect;
PPL_EnableVertexArrays();
if (tex->alphaed)
{
qglEnable(GL_BLEND);
GL_TexEnv(GL_MODULATE);
}
else
{
qglDisable(GL_BLEND);
GL_TexEnv(GL_REPLACE);
}
qglCullFace(GL_BACK);
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_TexEnv(GL_MODULATE);
vi = -1;
for (; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
if (vi<0)
qglEnable(GL_TEXTURE_2D);
vi = s->lightmaptexturenum;
if (vi>=0)
{
GL_Bind(lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
else
qglDisable(GL_TEXTURE_2D);
}
qglBegin(GL_POLYGON);
switch(s->mesh->numvertexes)
{
default:
for (i = s->mesh->numvertexes-1; i >= 6; i--)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[i][0], s->mesh->st_array[i][1]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[i][0], s->mesh->lmst_array[i][1]);
qglVertex3fv(s->mesh->xyz_array[i]);
}
case 6:
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[5][0], s->mesh->st_array[5][1]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[5][0], s->mesh->lmst_array[5][1]);
qglVertex3fv(s->mesh->xyz_array[5]);
case 5:
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[4][0], s->mesh->st_array[4][1]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[4][0], s->mesh->lmst_array[4][1]);
qglVertex3fv(s->mesh->xyz_array[4]);
case 4:
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[3][0], s->mesh->st_array[3][1]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[3][0], s->mesh->lmst_array[3][1]);
qglVertex3fv(s->mesh->xyz_array[3]);
case 3:
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[2][0], s->mesh->st_array[2][1]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[2][0], s->mesh->lmst_array[2][1]);
qglVertex3fv(s->mesh->xyz_array[2]);
case 2:
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[1][0], s->mesh->st_array[1][1]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[1][0], s->mesh->lmst_array[1][1]);
qglVertex3fv(s->mesh->xyz_array[1]);
case 1:
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[0][0], s->mesh->st_array[0][1]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[0][0], s->mesh->lmst_array[0][1]);
qglVertex3fv(s->mesh->xyz_array[0]);
case 0:
break;
}
qglEnd();
}
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE0_ARB);
}
*/
static void PPL_BaseChain_Bump_2TMU(msurface_t *first, texture_t *tex)
{
int vi;
glRect_t *theRect;
msurface_t *s;
PPL_EnableVertexArrays();
if (tex->alphaed)
{
qglEnable(GL_BLEND);
GL_TexEnv(GL_MODULATE);
}
else
{
qglDisable(GL_BLEND);
GL_TexEnv(GL_REPLACE);
}
//Bind normal map to texture unit 0
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap);
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
GL_MBind(GL_TEXTURE1_ARB, tex->gl_texturenumbumpmap);
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
vi = -1;
for (s=first; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
GL_Bind(deluxmap_textures[vi] );
if (lightmap[vi]->deluxmodified)
{
lightmap[vi]->deluxmodified = false;
theRect = &lightmap[vi]->deluxrectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
qglEnable(GL_BLEND);
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
GL_SelectTexture(GL_TEXTURE1_ARB);
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_MODULATE);
vi = -1;
for (s=first; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
GL_Bind(lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable(GL_BLEND);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
}
static void PPL_BaseChain_Bump_4TMU(msurface_t *s, texture_t *tex)
{
int vi;
glRect_t *theRect;
PPL_EnableVertexArrays();
//Bind normal map to texture unit 0
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap);
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_REPLACE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
//1 gets the deluxmap
GL_SelectTexture(GL_TEXTURE1_ARB);
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
//2 gets the diffusemap
GL_MBind(GL_TEXTURE2_ARB, tex->gl_texturenum);
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_MODULATE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
//3 gets the lightmap
GL_SelectTexture(GL_TEXTURE3_ARB);
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_MODULATE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
vi = -1;
for (; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
GL_MBind(GL_TEXTURE1_ARB, deluxmap_textures[vi] );
if (lightmap[vi]->deluxmodified)
{
lightmap[vi]->deluxmodified = false;
theRect = &lightmap[vi]->deluxrectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
GL_MBind(GL_TEXTURE3_ARB, lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
GL_SelectTexture(GL_TEXTURE3_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE2_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_TexEnv(GL_MODULATE);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexEnv(GL_MODULATE);
}
#ifdef SPECULAR
//Draw a texture chain with specular exponant 1.
//erm...
//this uses the wrong stuff to work on gf4tis.
/*
static void PPL_BaseChain_Specular_4TMU(msurface_t *first, texture_t *tex)
{
//if I ever do write this function, It'll take a couple of passes.
int vi;
glRect_t *theRect;
msurface_t *s;
glColorMask(1,1,1,0);
PPL_EnableVertexArrays();
if (qglGetError())
Con_Printf("Error before PPL_BaseChain_Specular\n");
//first 4 texture units: (N.((L+V)/2))^2
glDisable(GL_BLEND);
qglActiveTextureARB(GL_TEXTURE0_ARB);
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumbumpmap);
glEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_REPLACE);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
if (qglGetError())
Con_Printf("Error binding dot3 tmu1\n");
qglActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
if (qglGetError())
Con_Printf("Error binding dot3 cubemap\n");
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
if (qglGetError())
Con_Printf("Error binding dot3 combine\n");
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
if (qglGetError())
Con_Printf("Error binding dot3 tmu2\n");
//prev*prev (the exponential)
qglActiveTextureARB(GL_TEXTURE2_ARB);
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumbumpmap); //need to bind something.
glEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
if (qglGetError())
Con_Printf("Error binding prev*prev\n");
qglActiveTextureARB(GL_TEXTURE3_ARB);
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumspec);
glEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
if (qglGetError())
Con_Printf("Error binding specular in PPL_BaseChain_Specular\n");
for (s = first; s ; s=s->texturechain)
{
PPL_GenerateArraysBlinnCubeMap(s);
}
PPL_FlushArrays();
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
// Add normal dot delux times diffusemap then multiple the entire lot by the lightmap.
qglActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexEnv(GL_REPLACE);
qglActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
qglActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenum);
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
qglActiveTextureARB(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
vi = -1;
for (s = first; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
qglActiveTextureARB(GL_TEXTURE1_ARB);
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
if (lightmap[vi]->deluxmodified)
{
lightmap[vi]->deluxmodified = false;
theRect = &lightmap[vi]->deluxrectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
qglActiveTextureARB(GL_TEXTURE3_ARB);
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
glColorMask(1,1,1,0);
if (qglGetError())
Con_Printf("Error drawing in PPL_BaseChain_Specular\n");
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
qglActiveTextureARB(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
}
*/
void PPL_LoadSpecularFragmentProgram(void)
{
//#define SMOOOOOTH //define this to calculate everything per-pixel as opposed to interpolating the halfdir
char *vert =
"varying vec2 tcbase;\n"
"varying vec2 tclm;\n"
"uniform vec3 vieworg;\n"
#ifdef SMOOOOOTH
"varying vec3 fragpos;\n"
"varying vec3 norm;\n"
#else
"uniform vec3 texr, texu, texf;\n"
"varying vec3 halfnorm;\n"
#endif
"void main (void)\n"
"{\n"
" gl_Position = ftransform();\n"
" tcbase = gl_MultiTexCoord0.xy;\n" //pass the texture coords straight through
" tclm = gl_MultiTexCoord1.xy;\n"
#ifdef SMOOOOOTH
" fragpos = vec3(gl_Vertex.xyz);\n"
"norm = gl_Normal;\n"
#else
" vec3 eye = normalize(vieworg - vec3(gl_Vertex.xyz));\n"
" vec3 halfdir = (eye + texf) / 2.0;\n"
" halfnorm.x = dot(texr, halfdir);\n" //put halfnorm into object space
" halfnorm.y = dot(texu, halfdir);\n"
" halfnorm.z = dot(texf, halfdir);\n"
#endif
"}\n"
;
/*
VectorSubtract(r_refdef.vieworg, v, eye);
VectorNormalize(eye);
VectorAdd(eye, (v+7), halfdir); //v+7 is the light dir (or plane normal)
varray_v[varray_vc].ncm[0] = DotProduct(surf->texinfo->vecs[0], halfdir);
varray_v[varray_vc].ncm[1] = DotProduct(surf->texinfo->vecs[1], halfdir);
if (surf->flags & SURF_PLANEBACK)
varray_v[varray_vc].ncm[2] = -DotProduct(surf->plane->normal, halfdir);
else
varray_v[varray_vc].ncm[2] = DotProduct(surf->plane->normal, halfdir);
*/
char *frag =
"uniform sampler2D baset;\n"
"uniform sampler2D bumpt;\n"
"uniform sampler2D lightmapt;\n"
"uniform sampler2D deluxt;\n"
"uniform sampler2D speculart;\n"
"varying vec2 tcbase;\n"
"varying vec2 tclm;\n"
#ifdef SMOOOOOTH
"uniform vec3 vieworg;\n"
"varying vec3 fragpos;\n"
"uniform vec3 texr, texu, texf;\n"
#else
"varying vec3 halfnorm;\n"
#endif
"void main (void)\n"
"{\n"
" vec3 bases = vec3(texture2D(baset, tcbase));\n"
" vec3 bumps = vec3(texture2D(bumpt, tcbase)) * 2.0 - 1.0;\n"
" vec3 deluxs = vec3(texture2D(deluxt, tclm)) * 2.0 - 1.0;\n"
" vec3 lms = vec3(texture2D(lightmapt, tclm));\n"
" vec3 specs = vec3(texture2D(speculart, tcbase));\n"
" vec3 diff, spec;\n"
#ifdef SMOOOOOTH
" vec3 eye = normalize(vieworg - fragpos);\n"
" vec3 halfdir = (eye + texf) / 2.0;\n"
" vec3 halfnorm;\n"
" halfnorm.x = dot(texr, halfdir);\n" //put halfnorm into object space
" halfnorm.y = dot(texu, halfdir);\n"
" halfnorm.z = dot(texf, halfdir);\n"
#endif
" diff = bases * dot(bumps, deluxs);\n"
" float dv = dot(normalize(halfnorm), bumps);\n"
" spec = pow(dv, 8.0) * specs;\n"
" gl_FragColor = vec4((diff+spec)*lms, 1.0);\n"
"}\n"
;
ppl_specular_shader = GLSlang_CreateProgram(NULL, vert, frag);
if (ppl_specular_shader)
{
GLSlang_UseProgram(ppl_specular_shader);
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "baset"), 0);
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "bumpt"), 1);
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "lightmapt"), 2);
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "deluxt"), 3);
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "speculart"), 4);
ppl_specular_shader_vieworg = qglGetUniformLocationARB(ppl_specular_shader, "vieworg");
ppl_specular_shader_texr = qglGetUniformLocationARB(ppl_specular_shader, "texr");
ppl_specular_shader_texu = qglGetUniformLocationARB(ppl_specular_shader, "texu");
ppl_specular_shader_texf = qglGetUniformLocationARB(ppl_specular_shader, "texf");
GLSlang_UseProgram(0);
}
}
static void PPL_BaseChain_Specular_FP(msurface_t *s, texture_t *tex)
{
int vi;
glRect_t *theRect;
PPL_EnableVertexArrays();
GLSlang_UseProgram(ppl_specular_shader);
if (qglGetError())
Con_Printf("GL Error on shadow lighting\n");
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_MBind(GL_TEXTURE1_ARB, tex->gl_texturenumbumpmap);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
// GL_MBind(GL_TEXTURE2_ARB, lightmap_textures[vi] );
// GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] );
GL_MBind(GL_TEXTURE4_ARB, tex->gl_texturenumspec);
qglUniform3fvARB(ppl_specular_shader_vieworg, 1, r_refdef.vieworg);
if (qglGetError())
Con_Printf("GL Error early during PPL_BaseChain_Specular_FP\n");
vi = -1;
for (; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
vi = s->lightmaptexturenum;
GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] );
if (lightmap[vi]->deluxmodified)
{
lightmap[vi]->deluxmodified = false;
theRect = &lightmap[vi]->deluxrectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
GL_MBind(GL_TEXTURE2_ARB, lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
qglUniform3fvARB(ppl_specular_shader_texr, 1, s->texinfo->vecs[0]);
qglUniform3fvARB(ppl_specular_shader_texu, 1, s->texinfo->vecs[1]);
if (s->flags & SURF_PLANEBACK)
qglUniform3fARB(ppl_specular_shader_texf, -s->plane->normal[0], -s->plane->normal[1], -s->plane->normal[2]);
else
qglUniform3fvARB(ppl_specular_shader_texf, 1, s->plane->normal);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
}
GLSlang_UseProgram(0);
GL_SelectTexture(GL_TEXTURE2_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE1_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (qglGetError())
Con_Printf("GL Error on specular lighting\n");
}
#endif
static vec_t wallcolour[4] = {0,0,0,1};
static vec_t floorcolour[4] = {0,0,0,1};
static int walltexture = 0;
static int floortexture = 0;
static qboolean simpletextures = false;
//single textured.
void GLR_Wallcolour_Callback(struct cvar_s *var, char *oldvalue)
{
SCR_StringToRGB(var->string, wallcolour, 255);
}
void GLR_Floorcolour_Callback(struct cvar_s *var, char *oldvalue)
{
SCR_StringToRGB(var->string, floorcolour, 255);
}
void GLR_Walltexture_Callback(struct cvar_s *var, char *oldvalue)
{
if (!var->string[0])
{
walltexture = 0;
if (!floortexture)
simpletextures = false;
return;
}
walltexture = Mod_LoadHiResTexture(var->string, NULL, true, false, true);
if (walltexture)
simpletextures = true;
}
void GLR_Floortexture_Callback(struct cvar_s *var, char *oldvalue)
{
if (!var->string[0])
{
floortexture = 0;
if (!walltexture)
simpletextures = false;
return;
}
floortexture = Mod_LoadHiResTexture(var->string, NULL, true, false, true);
if (floortexture)
simpletextures = true;
}
static void PPL_BaseChain_Flat(msurface_t *first)
{
msurface_t *s;
int iswall = -1;
int vi=-10;
glRect_t *theRect;
if (!r_lightmapintensity)
{ //these are bad. :(
PPL_EnableVertexArrays();
qglColor4f(0,0,0,1);
qglDisable(GL_TEXTURE_2D); //texturing? who wants texturing?!?!
for (s = first; s ; s=s->texturechain)
PPL_GenerateArrays(s);
PPL_FlushArrays();
qglEnable(GL_TEXTURE_2D);
return;
}
PPL_EnableVertexArrays();
GL_TexEnv(GL_MODULATE);
for (s = first; s ; s=s->texturechain)
{
if (s->mesh->numvertexes < 3) continue;
if (vi != s->lightmaptexturenum)
{
if (vi < 0)
{
qglEnable(GL_TEXTURE_2D);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
vi = s->lightmaptexturenum;
if (s->lightmaptexturenum < 0)
{
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (vi>=0)
{
GL_Bind(lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
}
if (s->plane->normal[2] <= 0.5)
{
if (iswall != 0)
{
iswall=0;
qglColor4fv(wallcolour);
}
}
else if (iswall != 1)
{
iswall=1;
qglColor4fv(floorcolour);
}
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawRangeElements(GL_TRIANGLES, 0, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
}
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglColor3f(1,1,1);
}
static int nprtextures[10];
void GLR_Drawflat_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
if (var->value != 2)
return;
for (i = 0; i < sizeof(nprtextures)/sizeof(nprtextures[0]); i++)
{
nprtextures[i] = Mod_LoadHiResTexture(va("sketch%i", i+1), "sketch", true, false, false);
if (!nprtextures[i])
{
int data[128*128];
FILE *file;
unsigned char *f;
int p;
file = fopen(va("nprtextures/tex%i_3_128_128.raw", i+1), "rb");
if (file)
{
f = Hunk_TempAlloc(128*128*3);
if (fread(f, 128*3, 128, file) == 128)
{
for (p = 0; p < 128*128; p++)
data[p] = LittleLong(f[p*3] + (f[p*3+1]<<8) + (f[p*3+2]<<16) + (255<<24));
nprtextures[i] = GL_LoadTexture32 (va("textures/tex%i_3_128_128.raw", i+1), 128, 128, data, true, false);
}
fclose(file);
}
}
}
}
static void PPL_BaseChain_SimpleTexture(msurface_t *first)
{
msurface_t *s;
int vi=-10;
int iswall;
int oldwall=-1;
glRect_t *theRect;
GL_SelectTexture(GL_TEXTURE0_ARB);
PPL_EnableVertexArrays();
//draw the surface properly
qglEnable(GL_TEXTURE_2D);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
GL_TexEnv(GL_MODULATE);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_TexEnv(GL_MODULATE);
qglEnable(GL_TEXTURE_2D);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
for (s = first; s ; s=s->texturechain)
{
if (s->plane->normal[2] <= 0.5)
iswall = 1;
else
iswall = 0;
if (vi != s->lightmaptexturenum || iswall != oldwall)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
oldwall = iswall;
if (iswall)
{
GL_MBind(GL_TEXTURE0_ARB, walltexture);
qglColor4fv(wallcolour);
}
else
{
GL_MBind(GL_TEXTURE0_ARB, floortexture);
qglColor4fv(floorcolour);
}
if (vi < 0)
GL_MBind(GL_TEXTURE1_ARB, 0 );
else
{
GL_MBind(GL_TEXTURE1_ARB, lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
}
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisableClientState(GL_VERTEX_ARRAY);
qglDisable(GL_TEXTURE_2D);
qglColor3f(1,1,1);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisableClientState(GL_VERTEX_ARRAY);
qglEnable(GL_TEXTURE_2D);
qglColor3f(1,1,1);
}
static void PPL_BaseChain_NPR_Sketch(msurface_t *first)
{
msurface_t *s;
int vi=-10;
int i;
glRect_t *theRect;
GL_SelectTexture(GL_TEXTURE0_ARB);
PPL_EnableVertexArrays();
//draw the surface properly
qglEnable(GL_TEXTURE_2D);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
GL_TexEnv(GL_MODULATE);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_TexEnv(GL_MODULATE);
qglEnable(GL_TEXTURE_2D);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
qglColor3f(1,1,1);
for (s = first; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
GL_MBind(GL_TEXTURE0_ARB, nprtextures[rand()%10]);
if (vi < 0)
GL_MBind(GL_TEXTURE1_ARB, 0 );
else
{
GL_MBind(GL_TEXTURE1_ARB, lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
}
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisableClientState(GL_VERTEX_ARRAY);
qglDisableClientState(GL_COLOR_ARRAY);
//draw some extra lines around the edge for added coolness.
qglColor3f(0,0,0);
for (vi = 0; vi < 2; vi++)
{
for (s = first; s ; s=s->texturechain)
{
if (!s->mesh)
continue;
for (i=0; i<s->mesh->numindexes; i+=3)
{
qglBegin(GL_LINE_LOOP);
qglVertex3f(s->mesh->xyz_array[s->mesh->indexes[i+0]][0]+5*(rand()/(float)RAND_MAX-0.5),
s->mesh->xyz_array[s->mesh->indexes[i+0]][1]+5*(rand()/(float)RAND_MAX-0.5),
s->mesh->xyz_array[s->mesh->indexes[i+0]][2]+5*(rand()/(float)RAND_MAX-0.5));
qglVertex3f(s->mesh->xyz_array[s->mesh->indexes[i+1]][0]+5*(rand()/(float)RAND_MAX-0.5),
s->mesh->xyz_array[s->mesh->indexes[i+1]][1]+5*(rand()/(float)RAND_MAX-0.5),
s->mesh->xyz_array[s->mesh->indexes[i+1]][2]+5*(rand()/(float)RAND_MAX-0.5));
qglVertex3f(s->mesh->xyz_array[s->mesh->indexes[i+2]][0]+5*(rand()/(float)RAND_MAX-0.5),
s->mesh->xyz_array[s->mesh->indexes[i+2]][1]+5*(rand()/(float)RAND_MAX-0.5),
s->mesh->xyz_array[s->mesh->indexes[i+2]][2]+5*(rand()/(float)RAND_MAX-0.5));
qglEnd();
}
}
}
qglEnable(GL_TEXTURE_2D);
}
static void PPL_BaseTextureChain(msurface_t *first)
{
texture_t *t;
if (r_drawflat.value||!r_lightmapintensity)
{
if (r_drawflat.value == 2)
{
if (gl_mtexarbable >= 2) //shiesh!.
{
PPL_BaseChain_NPR_Sketch(first);
return;
}
}
else if (!(first->flags & SURF_NOFLAT))
{
if (gl_mtexarbable >= 2 && simpletextures)
PPL_BaseChain_SimpleTexture(first);
else
PPL_BaseChain_Flat(first); //who cares about texture? :/
return;
}
}
#ifdef Q3SHADERS
if (first->texinfo->texture->shader)
{
meshbuffer_t mb;
msurface_t *s;
int vi=-1;
int redraw = false;
int dlb;
glRect_t *theRect;
if (first->texinfo->texture->shader->flags & SHADER_FLARE )
{
dlight_t *dl;
while(first)
{ //a quick hack to convert to a dlight
dl = CL_AllocDlight(0);
VectorCopy(first->mesh->xyz_array[0], dl->origin);
dl->color[0] = 0.2;
dl->color[1] = 0.2;
dl->color[2] = 0.2;
dl->radius = 50;
//flashblend only
dl->noppl = true;
dl->nodynamic = true;
first = first->texturechain;
}
return;
}
if (!varrayactive)
R_IBrokeTheArrays();
mb.entity = &r_worldentity;
mb.shader = first->texinfo->texture->shader;
mb.mesh = NULL;
mb.fog = NULL;
mb.infokey = -2;
if (first->dlightframe == r_framecount)
mb.dlightbits = first->dlightbits;
else
mb.dlightbits = 0;
GL_DisableMultitexture();
qglShadeModel(GL_SMOOTH);
{
for (s = first; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
vi = s->lightmaptexturenum;
if (vi >= 0)
{
if (gl_bump.value)
if (lightmap[vi]->deluxmodified)
{
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
lightmap[vi]->deluxmodified = false;
theRect = &lightmap[vi]->deluxrectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
if (lightmap[vi]->modified)
{
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
}
if (s->mesh)
{
if (s->dlightframe == r_framecount)
dlb = s->dlightbits;
else
dlb = 0;
redraw = mb.dlightbits != dlb || mb.fog != s->fog || mb.infokey != vi||R_MeshWillExceed(s->mesh);
if (redraw)
{
if (mb.mesh)
R_RenderMeshBuffer ( &mb, false );
redraw = false;
}
mb.infokey = vi;
mb.mesh = s->mesh;
mb.fog = s->fog;
mb.dlightbits = dlb;
R_PushMesh(s->mesh, mb.shader->features);
}
}
}
if (mb.mesh)
R_RenderMeshBuffer ( &mb, false );
return;
}
#endif
qglEnable(GL_TEXTURE_2D);
t = R_TextureAnimation (first->texinfo->texture);
if (first->flags & SURF_DRAWTURB)
{
GL_DisableMultitexture();
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (t->gl_texturenum);
for (; first ; first=first->texturechain)
EmitWaterPolys (first, currententity->shaderRGBAf[3]);
qglDisable(GL_BLEND);
qglColor4f(1,1,1, 1);
t->texturechain = NULL; //no lighting effects. (good job these don't animate eh?)
return;
}
/* else if (s->lightmaptexturenum < 0) //no lightmap
{
PPL_BaseChain_NoLightmap(first, t);
}*/
else if (gl_mtexarbable < 2)
{ //multitexture isn't supported.
PPL_BaseChain_NoBump_1TMU(first, t);
}
else
{
if (gl_bump.value && currentmodel->deluxdata && t->gl_texturenumbumpmap)
{
if (gl_mtexarbable>=4)
{
if (t->gl_texturenumspec && gl_specular.value)
{
if (ppl_specular_shader)
PPL_BaseChain_Specular_FP(first, t);
// else if (gl_mtexarbable>=8)
// PPL_BaseChain_Specular_8TMU(first, t);
else
PPL_BaseChain_Bump_4TMU(first, t); //can't do specular.
}
else
PPL_BaseChain_Bump_4TMU(first, t);
}
else
PPL_BaseChain_Bump_2TMU(first, t);
}
else
{
// PPL_BaseChain_NoBump_2TMU_TEST(first, t);
// PPL_BaseChain_NoBump_2TMU(first, t);
PPL_BaseChain_NoBump_2TMU_Overbright(first, t);
}
}
}
static void PPL_FullBrightTextureChain(msurface_t *first)
{
texture_t *t;
msurface_t *s;
t = R_TextureAnimation (first->texinfo->texture);
if (detailtexture && gl_detail.value)
{
GL_Bind(detailtexture);
qglBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
PPL_EnableVertexArrays();
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
for (s = first; s ; s=s->texturechain)
{
PPL_GenerateDetailArrays(s);
}
PPL_FlushArrays();
}
if (t->gl_texturenumfb && r_fb_bmodels.value && cls.allow_luma)
{
GL_Bind(t->gl_texturenumfb);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
if (gl_mylumassuck.value)
qglEnable(GL_ALPHA_TEST);
PPL_EnableVertexArrays();
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
for (s = first; s ; s=s->texturechain)
{
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
if (gl_mylumassuck.value)
qglDisable(GL_ALPHA_TEST);
}
}
//requires multitexture
void PPL_BaseTextures(model_t *model)
{
int i;
msurface_t *s;
texture_t *t;
currententity = &r_worldentity;
GL_DoSwap();
currententity->shaderRGBAf[0] = 1;
currententity->shaderRGBAf[1] = 1;
currententity->shaderRGBAf[2] = 1;
currententity->shaderRGBAf[3] = 1;
qglDisable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
qglColor4fv(currententity->shaderRGBAf);
// qglDepthFunc(GL_LESS);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_FLAT);
overbright = 1;
if (gl_overbright_all.value || (model->engineflags & MDLF_NEEDOVERBRIGHT))
{
if (gl_overbright.value>=2)
overbright = 4;
else if (gl_overbright.value)
overbright = 2;
}
currentmodel = model;
if (model == cl.worldmodel && skytexturenum>=0)
{
t = model->textures[skytexturenum];
if (t)
{
s = t->texturechain;
if (s)
{
t->texturechain = NULL;
GL_DrawSkyChain (s);
}
}
}
if (mirrortexturenum>=0 && model == cl.worldmodel && r_mirroralpha.value != 1.0)
{
t = model->textures[mirrortexturenum];
if (t)
{
s = t->texturechain;
if (s)
{
t->texturechain = NULL;
if (!r_inmirror)
R_MirrorChain (s);
}
}
}
for (i=0 ; i<model->numtextures ; i++)
{
t = model->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
continue; // draw translucent water later
PPL_BaseTextureChain(s);
}
GL_DisableMultitexture();
}
void PPL_BaseBModelTextures(entity_t *e)
{
extern cvar_t r_drawflat_nonworldmodel;
extern msurface_t *r_alpha_surfaces;
int i, k;
int shift;
int sflags;
model_t *model;
msurface_t *s;
msurface_t *chain = NULL;
qglPushMatrix();
R_RotateForEntity(e);
currentmodel = model = e->model;
s = model->surfaces+model->firstmodelsurface;
shift = GLR_LightmapShift(currentmodel);
if (currententity->drawflags & DRF_TRANSLUCENT)
currententity->shaderRGBAf[3]=0.5;
if ((currententity->drawflags & MLS_ABSLIGHT) == MLS_ABSLIGHT)
{
currententity->shaderRGBAf[0] =
currententity->shaderRGBAf[1] =
currententity->shaderRGBAf[2] = currententity->abslight/255.0f;
}
if (currententity->shaderRGBAf[3]<1)
{
GL_TexEnv(GL_MODULATE);
qglEnable(GL_BLEND);
}
else
{
GL_TexEnv(GL_REPLACE);
qglDisable(GL_BLEND);
}
qglColor4fv(currententity->shaderRGBAf);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (model->fromgame != fg_quake3)
{
if (currentmodel->nummodelsurfaces != 0 && r_dynamic.value)
{
for (k=0 ; k<dlights_software ; k++)
{
if (!cl_dlights[k].radius)
continue;
if (cl_dlights[k].nodynamic)
continue;
currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
currentmodel->nodes + currentmodel->hulls[0].firstclipnode);
}
}
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
R_RenderDynamicLightmaps (s, shift);
}
if (!r_drawflat_nonworldmodel.value && (!cl.worldmodel->submodels || model->submodels != cl.worldmodel->submodels))
sflags = SURF_NOFLAT;
else
sflags = 0;
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
{
if (s->texinfo->flags & (SURF_TRANS33 | SURF_TRANS66))
{
s->ownerent = currententity;
s->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = s;
continue;
}
else if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
{
PPL_BaseTextureChain(chain);
chain = NULL;
}
s->flags |= sflags;
s->texturechain = chain;
chain = s;
}
if (chain)
PPL_BaseTextureChain(chain);
qglPopMatrix();
GL_DisableMultitexture();
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (!varrayactive)
R_IBrokeTheArrays();
}
#ifdef Q3SHADERS
void R_DrawLightning(entity_t *e)
{
vec3_t v;
vec3_t dir, cr;
float scale = e->scale;
float length;
vec3_t points[4];
vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
mesh_t mesh;
meshbuffer_t mb;
if (!e->forcedshader)
return;
if (!scale)
scale = 10;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
//this seems to be about right.
texcoords[2][0] = length/128;
texcoords[3][0] = length/128;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, -scale/2, cr, points[0]);
VectorMA(e->origin, scale/2, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, scale/2, cr, points[2]);
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors_array = NULL;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
mb.entity = e;
mb.mesh = &mesh;
mb.shader = e->forcedshader;
mb.infokey = 0;
mb.fog = NULL;
mb.infokey = currententity->keynum;
mb.dlightbits = 0;
R_IBrokeTheArrays();
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED);
R_RenderMeshBuffer ( &mb, false );
}
void R_DrawRailCore(entity_t *e)
{
vec3_t v;
vec3_t dir, cr;
float scale = e->scale;
float length;
mesh_t mesh;
meshbuffer_t mb;
vec3_t points[4];
vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
int colors[4];
qbyte colorsb[4];
if (!e->forcedshader)
return;
if (!scale)
scale = 10;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
//this seems to be about right.
texcoords[2][0] = length/128;
texcoords[3][0] = length/128;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, -scale/2, cr, points[0]);
VectorMA(e->origin, scale/2, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, scale/2, cr, points[2]);
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
colorsb[0] = e->shaderRGBAf[0]*255;
colorsb[1] = e->shaderRGBAf[1]*255;
colorsb[2] = e->shaderRGBAf[2]*255;
colorsb[3] = e->shaderRGBAf[3]*255;
colors[0] = colors[1] = colors[2] = colors[3] = *(int*)colorsb;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors_array = (byte_vec4_t*)colors;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
mb.entity = e;
mb.mesh = &mesh;
mb.shader = e->forcedshader;
mb.infokey = 0;
mb.fog = NULL;
mb.infokey = currententity->keynum;
mb.dlightbits = 0;
R_IBrokeTheArrays();
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED | MF_COLORS);
R_RenderMeshBuffer ( &mb, false );
}
#endif
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void PerpendicularVector( vec3_t dst, const vec3_t src );
void R_DrawBeam( entity_t *e )
{
#define NUM_BEAM_SEGS 6
int i;
float r, g, b;
vec3_t perpvec;
vec3_t direction, normalized_direction;
vec3_t points[NUM_BEAM_SEGS*2];
vec3_t oldorigin, origin;
float scale;
oldorigin[0] = e->oldorigin[0];
oldorigin[1] = e->oldorigin[1];
oldorigin[2] = e->oldorigin[2];
origin[0] = e->origin[0];
origin[1] = e->origin[1];
origin[2] = e->origin[2];
normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
if ( VectorNormalize( normalized_direction ) == 0 )
return;
PerpendicularVector( perpvec, normalized_direction );
scale = e->scale;
if (!scale)
scale = e->framestate.g[FS_REG].frame[0];
if (!scale)
scale = 6;
VectorScale( perpvec, scale / 2, perpvec );
for ( i = 0; i < 6; i++ )
{
RotatePointAroundVector( points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
VectorAdd( points[i], origin, points[i] );
VectorAdd( points[i], direction, points[i+NUM_BEAM_SEGS] );
}
#ifdef Q3SHADERS
if (e->forcedshader)
{
index_t indexarray[NUM_BEAM_SEGS*6];
vec2_t texcoords[NUM_BEAM_SEGS*2];
mesh_t mesh;
meshbuffer_t mb;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors_array = NULL;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = NUM_BEAM_SEGS*2;
mesh.st_array = texcoords;
mb.entity = e;
mb.mesh = &mesh;
mb.shader = e->forcedshader;
mb.infokey = 0;
mb.fog = NULL;
mb.infokey = currententity->keynum;
mb.dlightbits = 0;
for (i = 0; i < NUM_BEAM_SEGS; i++)
{
indexarray[i*6+0] = i+0;
indexarray[i*6+1] = (i+1)%NUM_BEAM_SEGS;
indexarray[i*6+2] = indexarray[i*6+1]+NUM_BEAM_SEGS;
indexarray[i*6+3] = indexarray[i*6+0];
indexarray[i*6+4] = indexarray[i*6+2];
indexarray[i*6+5] = i+0+NUM_BEAM_SEGS;
texcoords[i][1] = (float)i/NUM_BEAM_SEGS+0.35;
texcoords[i][0] = 0;
texcoords[i+NUM_BEAM_SEGS][1] = (float)i/NUM_BEAM_SEGS+0.35;
texcoords[i+NUM_BEAM_SEGS][0] = 1;
}
R_IBrokeTheArrays();
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED);
R_RenderMeshBuffer ( &mb, false );
}
else
#endif
{
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_BLEND );
qglDepthMask( GL_FALSE );
qglDisable(GL_ALPHA_TEST);
r = ( d_8to24rgbtable[e->skinnum & 0xFF] ) & 0xFF;
g = ( d_8to24rgbtable[e->skinnum & 0xFF] >> 8 ) & 0xFF;
b = ( d_8to24rgbtable[e->skinnum & 0xFF] >> 16 ) & 0xFF;
r *= e->shaderRGBAf[0]/255.0F;
g *= e->shaderRGBAf[1]/255.0F;
b *= e->shaderRGBAf[2]/255.0F;
qglColor4f( r, g, b, e->shaderRGBAf[3] );
qglBegin( GL_TRIANGLE_STRIP );
for ( i = 0; i < NUM_BEAM_SEGS; i++ )
{
qglVertex3fv( points[i] );
qglVertex3fv( points[i+NUM_BEAM_SEGS] );
qglVertex3fv( points[((i+1)%NUM_BEAM_SEGS)] );
qglVertex3fv( points[((i+1)%NUM_BEAM_SEGS)+NUM_BEAM_SEGS] );
}
qglEnd();
qglEnable( GL_TEXTURE_2D );
qglDisable( GL_BLEND );
qglDepthMask( GL_TRUE );
}
}
void PPL_DrawEnt(entity_t *e, void *parm)
{
qglEnd();
currententity = e;
qglDepthMask(1);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_IBrokeTheArrays();
R_DrawGAliasModel (currententity);
P_FlushRenderer();
qglBegin(GL_QUADS);
}
void PPL_DelayBaseBModelTextures(int count, void **e, void *parm)
{
while(count--)
{
currententity = *e++;
qglDepthFunc ( gldepthfunc );
qglEnable(GL_DEPTH_TEST);
qglDepthMask(1);
PPL_BaseBModelTextures (currententity);
}
}
void PPL_BaseEntTextures(void)
{
extern model_t *currentmodel;
int i;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (!PPL_ShouldDraw())
continue;
if (currententity->rtype)
continue;
if (currententity->flags & Q2RF_BEAM)
{
R_DrawBeam(currententity);
continue;
}
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->engineflags & MDLF_ENGULPHS)
{
if (gl_part_flame.value)
continue;
}
}
if (currententity->model->engineflags & MDLF_NOTREPLACEMENTS)
{
if (currententity->model->fromgame != fg_quake || currententity->model->type != mod_alias)
if (!ruleset_allow_sensative_texture_replacements.value)
continue;
}
switch (currententity->model->type)
{
//FIXME: We want to depth sort with particles, but we also want depth. :(
//Until then, we have broken model lighting.
case mod_alias:
R_DrawGAliasModel (currententity);
// if (currententity->flags & Q2RF_WEAPONMODEL)
// RQ_AddDistReorder(PPL_DrawEnt, currententity, NULL, r_refdef.vieworg);
// else
// RQ_AddDistReorder(PPL_DrawEnt, currententity, NULL, currententity->origin);
break;
case mod_brush:
if (currententity->shaderRGBAf[3] < 1)
RQ_AddDistReorder(PPL_DelayBaseBModelTextures, currententity, NULL, currententity->origin);
else
{
qglDepthFunc ( gldepthfunc );
qglEnable(GL_DEPTH_TEST);
qglDepthMask(1);
PPL_BaseBModelTextures (currententity);
}
break;
default:
break;
}
}
currentmodel = cl.worldmodel;
}
#ifdef PPL
static void PPL_GenerateLightArrays(msurface_t *surf, vec3_t relativelightorigin, dlight_t *light, vec3_t colour)
{
int vi;
float *v, *stw;
surfvertexarray_t *out;
vec3_t lightdir;
float dist;
shadowlightfaces++;
v = surf->mesh->xyz_array[0];
stw = surf->mesh->st_array[0];
out = &varray_v[0];
for (vi=0 ; vi<surf->mesh->numvertexes ; vi++, v+=3, stw+=2, out++)
{
out->stw[0] = stw[0];
out->stw[1] = stw[1];
lightdir[0] = relativelightorigin[0] - v[0];
lightdir[1] = relativelightorigin[1] - v[1];
lightdir[2] = relativelightorigin[2] - v[2];
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
(lightdir[1])*(lightdir[1]) +
(lightdir[2])*(lightdir[2])) / light->radius);
VectorNormalize(lightdir);
out->stl[0] = colour[0]*dist;
out->stl[1] = colour[1]*dist;
out->stl[2] = colour[2]*dist;
out->ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]);
out->ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]);
if (surf->flags & SURF_PLANEBACK)
out->ncm[2] = -DotProduct(lightdir, surf->plane->normal);
else
out->ncm[2] = DotProduct(lightdir, surf->plane->normal);
}
}
//flags
enum{
PERMUTATION_GENERIC = 0,
PERMUTATION_BUMPMAP = 1,
PERMUTATION_SPECULAR = 2,
PERMUTATION_BUMP_SPEC = 3,
PERMUTATION_OFFSET = 4,
PERMUTATION_OFFSET_BUMP = 5,
PERMUTATION_OFFSET_SPEC = 6,
PERMUTATION_OFFSET_BUMP_SPEC = 7,
PERMUTATIONS
};
int ppl_light_shader[PERMUTATIONS];
int ppl_light_shader_eyeposition[PERMUTATIONS];
int ppl_light_shader_lightposition[PERMUTATIONS];
int ppl_light_shader_lightcolour[PERMUTATIONS];
int ppl_light_shader_lightradius[PERMUTATIONS];
int ppl_light_shader_offset_scale[PERMUTATIONS];
int ppl_light_shader_offset_bias[PERMUTATIONS];
void PPL_CreateLightTexturesProgram(void)
{
int i;
char *permutation[PERMUTATIONS] = {
"",
"#define BUMP\n",
"#define SPECULAR\n",
"#define SPECULAR\n#define BUMP\n",
"#define USEOFFSETMAPPING\n",
"#define USEOFFSETMAPPING\n#define BUMP\n",
"#define USEOFFSETMAPPING\n#define SPECULAR\n",
"#define USEOFFSETMAPPING\n#define SPECULAR\n#define BUMP\n"
};
char *vert =
"varying vec2 tcbase;\n"
"uniform vec3 texr, texu, texf;\n"
"varying vec3 LightVector;\n"
"uniform vec3 LightPosition;\n"
"#if defined(SPECULAR) || defined(USEOFFSETMAPPING)\n"
"uniform vec3 EyePosition;\n"
"varying vec3 EyeVector;\n"
"#endif\n"
"void main (void)\n"
"{\n"
" gl_Position = ftransform();\n"
" tcbase = gl_MultiTexCoord0.xy;\n" //pass the texture coords straight through
" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
"#if defined(SPECULAR)||defined(USEOFFSETMAPPING)\n"
" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
" EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
"#endif\n"
"}\n"
;
char *frag =
"uniform sampler2D baset;\n"
"#if defined(BUMP) || defined(SPECULAR) || defined(USEOFFSETMAPPING)\n"
"uniform sampler2D bumpt;\n"
"#endif\n"
"#ifdef SPECULAR\n"
"uniform sampler2D speculart;\n"
"#endif\n"
"varying vec2 tcbase;\n"
"varying vec3 LightVector;\n"
"uniform float lightradius;\n"
"uniform vec3 LightColour;\n"
"#if defined(SPECULAR) || defined(USEOFFSETMAPPING)\n"
"varying vec3 EyeVector;\n"
"#endif\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform float OffsetMapping_Scale;\n"
"uniform float OffsetMapping_Bias;\n"
"#endif\n"
"void main (void)\n"
"{\n"
"#ifdef USEOFFSETMAPPING\n"
" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
" vec2 TexCoordOffset = tcbase + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, tcbase).w);\n"
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, TexCoordOffset).w);\n"
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, TexCoordOffset).w);\n"
"#define tcbase TexCoordOffset\n"
"#endif\n"
"#ifdef BUMP\n"
" vec3 bases = vec3(texture2D(baset, tcbase));\n"
"#else\n"
" vec3 diff = vec3(texture2D(baset, tcbase));\n"
"#endif\n"
"#if defined(BUMP) || defined(SPECULAR)\n"
" vec3 bumps = vec3(texture2D(bumpt, tcbase)) * 2.0 - 1.0;\n"
"#endif\n"
"#ifdef SPECULAR\n"
" vec3 specs = vec3(texture2D(speculart, tcbase));\n"
"#endif\n"
" vec3 nl = normalize(LightVector);\n"
" float colorscale = max(1.0 - dot(LightVector, LightVector)/(lightradius*lightradius), 0.0);\n"
"#ifdef BUMP\n"
" vec3 diff;\n"
" diff = bases * max(dot(bumps, nl), 0.0);\n"
"#endif\n"
"#ifdef SPECULAR\n"
" vec3 halfdir = (normalize(EyeVector) + normalize(LightVector))/2.0;\n"
" float dv = dot(halfdir, bumps);\n"
" diff += pow(dv, 8.0) * specs;\n"
"#endif\n"
" gl_FragColor.rgb = diff*colorscale*LightColour;\n"
"}\n"
;
for (i = 0; i < PERMUTATIONS; i++)
{
ppl_light_shader[i] = GLSlang_CreateProgram(permutation[i], vert, frag);
if (ppl_light_shader[i])
{
GLSlang_UseProgram(ppl_light_shader[i]);
qglUniform1iARB(qglGetUniformLocationARB(ppl_light_shader[i], "baset"), 0);
qglUniform1iARB(qglGetUniformLocationARB(ppl_light_shader[i], "bumpt"), 1);
qglUniform1iARB(qglGetUniformLocationARB(ppl_light_shader[i], "speculart"), 2);
ppl_light_shader_eyeposition[i] = qglGetUniformLocationARB(ppl_light_shader[i], "EyePosition");
ppl_light_shader_lightposition [i]= qglGetUniformLocationARB(ppl_light_shader[i], "LightPosition");
ppl_light_shader_lightcolour[i] = qglGetUniformLocationARB(ppl_light_shader[i], "LightColour");
ppl_light_shader_lightradius[i] = qglGetUniformLocationARB(ppl_light_shader[i], "lightradius");
ppl_light_shader_offset_scale[i] = qglGetUniformLocationARB(ppl_light_shader[i], "OffsetMapping_Scale");
ppl_light_shader_offset_bias[i] = qglGetUniformLocationARB(ppl_light_shader[i], "OffsetMapping_Bias");
GLSlang_UseProgram(0);
}
}
};
void PPL_LightTexturesFP_Cached(model_t *model, vec3_t modelorigin, dlight_t *light, vec3_t colour)
{
int i, j;
texture_t *t;
msurface_t *s;
int p, lp=-1;
extern cvar_t gl_specular;
shadowmesh_t *shm = light->worldshadowmesh;
vec3_t relativelightorigin;
vec3_t relativeeyeorigin;
if (qglGetError())
Con_Printf("GL Error before lighttextures\n");
VectorSubtract(light->origin, modelorigin, relativelightorigin);
VectorSubtract(r_refdef.vieworg, modelorigin, relativeeyeorigin);
qglEnable(GL_BLEND);
GL_TexEnv(GL_MODULATE);
qglBlendFunc(GL_ONE, GL_ONE);
qglDisableClientState(GL_COLOR_ARRAY);
if (qglGetError())
Con_Printf("GL Error early in lighttextures\n");
for (j=0 ; j<shm->numsurftextures ; j++)
{
if (!shm->litsurfs[j].count)
continue;
s = shm->litsurfs[j].s[0];
t = s->texinfo->texture;
t = R_TextureAnimation (t);
for (i=0 ; i<shm->litsurfs[j].count ; i++)
{
s = shm->litsurfs[j].s[i];
if (s->visframe != r_framecount)
continue;
if (s->flags & SURF_PLANEBACK)
{//inverted normal.
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
continue;
}
else
{
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
continue;
}
// if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
// continue; // draw translucent water later
p = 0;
if (t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_BUMPMAP])
p |= PERMUTATION_BUMPMAP;
if (gl_specular.value && t->gl_texturenumspec && ppl_light_shader[p|PERMUTATION_SPECULAR])
p |= PERMUTATION_SPECULAR;
if (r_shadow_glsl_offsetmapping.value && t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_OFFSET])
p |= PERMUTATION_OFFSET;
if (p != lp)
{
lp = p;
GLSlang_UseProgram(ppl_light_shader[p]);
if (ppl_light_shader_eyeposition[p] != -1)
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
qglUniform3fvARB(ppl_light_shader_lightposition[p], 1, relativelightorigin);
qglUniform3fvARB(ppl_light_shader_lightcolour[p], 1, colour);
qglUniform1fARB(ppl_light_shader_lightradius[p], light->radius);
if (ppl_light_shader_offset_scale[p]!=-1)
qglUniform1fARB(ppl_light_shader_offset_scale[p], r_shadow_glsl_offsetmapping_scale.value);
if (ppl_light_shader_offset_bias[p]!=-1)
qglUniform1fARB(ppl_light_shader_offset_bias[p], r_shadow_glsl_offsetmapping_bias.value);
}
if (p & PERMUTATION_BUMPMAP)
GL_MBind(GL_TEXTURE1_ARB, t->gl_texturenumbumpmap);
if (p & PERMUTATION_SPECULAR)
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumspec);
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, s->texinfo->vecs[0][0], s->texinfo->vecs[0][1], s->texinfo->vecs[0][2]);
qglMultiTexCoord3fARB(GL_TEXTURE2_ARB, -s->texinfo->vecs[1][0], -s->texinfo->vecs[1][1], -s->texinfo->vecs[1][2]);
if (s->flags & SURF_PLANEBACK)
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, -s->plane->normal[0], -s->plane->normal[1], -s->plane->normal[2]);
else
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
}
}
GLSlang_UseProgram(0);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (qglGetError())
Con_Printf("GL Error during lighttextures\n");
}
void PPL_LightTexturesFP(model_t *model, vec3_t modelorigin, dlight_t *light, vec3_t colour)
{
int i;
texture_t *t;
msurface_t *s;
int p, lp=-1;
extern cvar_t gl_specular;
vec3_t relativelightorigin;
vec3_t relativeeyeorigin;
if (qglGetError())
Con_Printf("GL Error before lighttextures\n");
VectorSubtract(light->origin, modelorigin, relativelightorigin);
VectorSubtract(r_refdef.vieworg, modelorigin, relativeeyeorigin);
qglEnable(GL_BLEND);
GL_TexEnv(GL_MODULATE);
qglBlendFunc(GL_ONE, GL_ONE);
qglDisableClientState(GL_COLOR_ARRAY);
if (qglGetError())
Con_Printf("GL Error early in lighttextures\n");
for (i=0 ; i<model->numtextures ; i++)
{
t = model->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
// if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
// continue; // draw translucent water later
t = R_TextureAnimation (t);
p = 0;
if (t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_BUMPMAP])
p |= PERMUTATION_BUMPMAP;
if (gl_specular.value && t->gl_texturenumspec && ppl_light_shader[p|PERMUTATION_SPECULAR])
p |= PERMUTATION_SPECULAR;
if (p != lp)
{
lp = p;
GLSlang_UseProgram(ppl_light_shader[p]);
if (ppl_light_shader_eyeposition[p] != -1)
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
qglUniform3fvARB(ppl_light_shader_lightposition[p], 1, relativelightorigin);
qglUniform3fvARB(ppl_light_shader_lightcolour[p], 1, colour);
qglUniform1fARB(ppl_light_shader_lightradius[p], light->radius);
}
if (p & PERMUTATION_BUMPMAP)
GL_MBind(GL_TEXTURE1_ARB, t->gl_texturenumbumpmap);
if (p & PERMUTATION_SPECULAR)
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumspec);
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
for (; s; s=s->texturechain)
{
if (s->shadowframe != r_shadowframe)
continue;
if (s->flags & SURF_PLANEBACK)
{//inverted normal.
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
continue;
}
else
{
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
continue;
}
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, s->texinfo->vecs[0][0], s->texinfo->vecs[0][1], s->texinfo->vecs[0][2]);
qglMultiTexCoord3fARB(GL_TEXTURE2_ARB, -s->texinfo->vecs[1][0], -s->texinfo->vecs[1][1], -s->texinfo->vecs[1][2]);
if (s->flags & SURF_PLANEBACK)
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, -s->plane->normal[0], -s->plane->normal[1], -s->plane->normal[2]);
else
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
}
}
GLSlang_UseProgram(0);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (qglGetError())
Con_Printf("GL Error during lighttextures\n");
}
void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light, vec3_t colour)
{
int i;
msurface_t *s;
texture_t *t;
vec3_t relativelightorigin;
if (ppl_light_shader[0])
{
if (model == cl.worldmodel && light->worldshadowmesh)
PPL_LightTexturesFP_Cached(model, modelorigin, light, colour);
else
PPL_LightTexturesFP(model, modelorigin, light, colour);
return;
}
PPL_EnableVertexArrays();
VectorSubtract(light->origin, modelorigin, relativelightorigin);
qglShadeModel(GL_SMOOTH);
for (i=0 ; i<model->numtextures ; i++)
{
t = model->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
continue; // draw translucent water later
{
extern int normalisationCubeMap;
t = R_TextureAnimation (t);
qglEnableClientState(GL_COLOR_ARRAY);
qglColorPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
if (t->gl_texturenumbumpmap && gl_mtexarbable>3)
{
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenumbumpmap);
qglEnable(GL_TEXTURE_2D);
//Set up texture environment to do (tex0 dot tex1)*color
GL_TexEnv(GL_REPLACE); //make texture normalmap available.
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
GL_TexEnv(GL_COMBINE_ARB); //normalisation cubemap . normalmap
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumbumpmap); //a dummy
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB); //bumps * color (the attenuation)
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture)
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
GL_MBind(GL_TEXTURE3_ARB, t->gl_texturenum);
qglEnable(GL_TEXTURE_2D);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
}
else
{
if (gl_mtexarbable>3)
{
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE2_ARB);
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_TexEnv(GL_MODULATE);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
qglDisable(GL_TEXTURE_2D);
}
for (; s; s=s->texturechain)
{
if (s->shadowframe != r_shadowframe)
continue;
if (s->flags & SURF_PLANEBACK)
{//inverted normal.
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
continue;
}
else
{
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
continue;
}
PPL_GenerateLightArrays(s, relativelightorigin, light, colour);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
varray_ic = 0;
varray_vc = 0;
}
}
}
if (gl_mtexarbable>2)
{
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE2_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisable(GL_TEXTURE_2D);
}
void PPL_LightBModelTexturesFP(entity_t *e, dlight_t *light, vec3_t colour)
{
int i;
texture_t *t;
msurface_t *s;
model_t *model = e->model;
texture_t *tnum = NULL;
int p, lp = -1;
vec3_t relativelightorigin;
vec3_t relativeeyeorigin;
if (qglGetError())
Con_Printf("GL Error before lighttextures\n");
//Fixme: rotate
VectorSubtract(light->origin, e->origin, relativelightorigin);
VectorSubtract(r_refdef.vieworg, e->origin, relativeeyeorigin);
qglEnable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
if (qglGetError())
Con_Printf("GL Error early in lighttextures\n");
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
{
if (tnum != s->texinfo->texture)
{
tnum = s->texinfo->texture;
t = R_TextureAnimation (tnum);
p = 0;
if (t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_BUMPMAP])
p |= PERMUTATION_BUMPMAP;
if (gl_specular.value && t->gl_texturenumspec && ppl_light_shader[p|PERMUTATION_SPECULAR])
p |= PERMUTATION_SPECULAR;
if (p != lp)
{
lp = p;
GLSlang_UseProgram(ppl_light_shader[p]);
if (ppl_light_shader_eyeposition[p] != -1)
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
qglUniform3fvARB(ppl_light_shader_lightposition[p], 1, relativelightorigin);
qglUniform3fvARB(ppl_light_shader_lightcolour[p], 1, colour);
qglUniform1fARB(ppl_light_shader_lightradius[p], light->radius);
}
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_MBind(GL_TEXTURE1_ARB, t->gl_texturenumbumpmap);
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumspec);
GL_SelectTexture(GL_TEXTURE0_ARB);
}
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, -s->texinfo->vecs[0][0], -s->texinfo->vecs[0][1], -s->texinfo->vecs[0][2]);
qglMultiTexCoord3fARB(GL_TEXTURE2_ARB, s->texinfo->vecs[1][0], s->texinfo->vecs[1][1], s->texinfo->vecs[1][2]);
if (s->flags & SURF_PLANEBACK)
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, -s->plane->normal[0], -s->plane->normal[1], -s->plane->normal[2]);
else
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
}
GLSlang_UseProgram(0);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (qglGetError())
Con_Printf("GL Error during lighttextures\n");
}
void PPL_LightBModelTextures(entity_t *e, dlight_t *light, vec3_t colour)
{
int i;
model_t *model = e->model;
msurface_t *s;
texture_t *t;
vec3_t relativelightorigin;
qglPushMatrix();
R_RotateForEntity(e);
if (ppl_light_shader[0])
{
PPL_LightBModelTexturesFP(e, light, colour);
qglPopMatrix();
return;
}
qglColor4f(1, 1, 1, 1);
PPL_EnableVertexArrays();
VectorSubtract(light->origin, e->origin, relativelightorigin);
qglShadeModel(GL_SMOOTH);
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
{
t = R_TextureAnimation (s->texinfo->texture);
qglEnableClientState(GL_COLOR_ARRAY);
qglColorPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
if (t->gl_texturenumbumpmap && gl_mtexarbable>3)
{
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenumbumpmap);
qglEnable(GL_TEXTURE_2D);
//Set up texture environment to do (tex0 dot tex1)*color
GL_TexEnv(GL_REPLACE); //make texture normalmap available.
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
GL_TexEnv(GL_COMBINE_ARB); //normalisation cubemap * normalmap
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumbumpmap);
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_COMBINE_ARB); //bumps * color (the attenuation)
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture)
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
GL_MBind(GL_TEXTURE3_ARB, t->gl_texturenum);
qglEnable(GL_TEXTURE_2D);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
}
else
{
if (gl_mtexarbable>3)
{
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE2_ARB);
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_TexEnv(GL_MODULATE);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
}
// for (; s; s=s->texturechain)
{
// if (s->shadowframe != r_shadowframe)
// continue;
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
continue;*/
if (s->flags & SURF_PLANEBACK)
{//inverted normal.
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
continue;
}
else
{
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
continue;
}
PPL_GenerateLightArrays(s, relativelightorigin, light, colour);
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
varray_ic = 0;
varray_vc = 0;
}
PPL_FlushArrays();
}
if (gl_mtexarbable>2)
{
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE2_ARB);
qglDisable(GL_TEXTURE_2D);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE1_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisable(GL_TEXTURE_2D);
qglPopMatrix();
}
//draw the bumps on the models for each light.
void PPL_DrawEntLighting(dlight_t *light, vec3_t colour)
{
int i;
PPL_LightTextures(cl.worldmodel, r_worldentity.origin, light, colour);
if (!r_drawentities.value)
return;
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (!PPL_ShouldDraw())
continue;
if (r_inmirror)
{
if (currententity->flags & Q2RF_WEAPONMODEL)
continue;
}
else
{
if (currententity->keynum == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
continue;
// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
// continue;
if (!Cam_DrawPlayer(0, currententity->keynum-1))
continue;
}
if (currententity->flags & Q2RF_BEAM)
{
continue;
}
if (!currententity->model)
continue;
if (currententity->model->engineflags & MDLF_NOTREPLACEMENTS)
{
if (currententity->model->fromgame != fg_quake || currententity->model->type != mod_alias)
if (!ruleset_allow_sensative_texture_replacements.value)
continue;
}
switch (currententity->model->type)
{
case mod_alias:
if (!varrayactive)
R_IBrokeTheArrays();
R_DrawGAliasModelLighting (currententity, light->origin, colour, light->radius);
break;
case mod_brush:
PPL_LightBModelTextures (currententity, light, colour);
break;
default:
break;
}
}
}
#endif
void PPL_FullBrights(model_t *model)
{
int tn;
msurface_t *s;
texture_t *t;
qglColor3f(1,1,1);
qglDepthMask(0); //don't bother writing depth
GL_TexEnv(GL_MODULATE);
qglShadeModel(GL_FLAT);
qglEnable(GL_BLEND);
qglEnable(GL_TEXTURE_2D);
for (tn=0 ; tn<model->numtextures ; tn++)
{
t = model->textures[tn];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
continue; // draw translucent water later
PPL_FullBrightTextureChain(s);
t->texturechain=NULL;
}
GL_TexEnv(GL_REPLACE);
qglDepthMask(1);
}
void PPL_FullBrightBModelTextures(entity_t *e)
{
int i;
model_t *model;
msurface_t *s;
msurface_t *chain = NULL;
qglPushMatrix();
R_RotateForEntity(e);
currentmodel = model = e->model;
s = model->surfaces+model->firstmodelsurface;
qglColor4f(1, 1, 1, 1);
qglDepthMask(0); //don't bother writing depth
GL_TexEnv(GL_MODULATE);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_FLAT);
qglEnable(GL_BLEND);
qglEnable(GL_TEXTURE_2D);
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
{
if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
{
PPL_FullBrightTextureChain(chain);
chain = NULL;
}
s->texturechain = chain;
chain = s;
}
if (chain)
PPL_FullBrightTextureChain(chain);
qglPopMatrix();
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
qglDepthMask(1);
}
//draw the bumps on the models for each light.
void PPL_DrawEntFullBrights(void)
{
int i;
currententity = &r_worldentity;
// if (gl_detail.value || (r_fb_bmodels.value && cls.allow_luma))
PPL_FullBrights(cl.worldmodel);
if (!r_drawentities.value)
return;
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
continue;
if (!Cam_DrawPlayer(0, currententity->keynum-1))
continue;
if (currententity->flags & Q2RF_BEAM)
continue;
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->engineflags & MDLF_ENGULPHS)
{
if (gl_part_flame.value)
continue;
}
}
switch (currententity->model->type)
{
case mod_alias:
// R_DrawGAliasModelLighting (currententity);
break;
case mod_brush:
PPL_FullBrightBModelTextures (currententity);
break;
default:
break;
}
}
}
void PPL_SchematicsTextureChain(msurface_t *first)
{
extern int char_texture;
msurface_t *s;
float *v1, *v2;
float len;
unsigned char str[64];
int sl, c;
vec3_t dir;
vec3_t pos, v;
const float size = 0.0625;
float frow, fcol;
int e, en;
if (!cl.worldmodel->surfedges)
return;
qglEnable(GL_ALPHA_TEST);
if (qglPolygonOffset)
qglPolygonOffset(-1, 0);
frow = rand()/(float)RAND_MAX;
frow=frow/2+0.5;
qglColor3f(frow, frow, 0);
//draw the distances
if (gl_schematics.value != 2)
{
qglEnable(GL_POLYGON_OFFSET_FILL);
qglEnable(GL_TEXTURE_2D);
GL_Bind(char_texture);
qglBegin(GL_QUADS);
for (s = first; s ; s=s->texturechain)
{
for (e = s->numedges; e >= 0; e--)
{
en = cl.worldmodel->surfedges[e+s->firstedge];
if (en<0) //backwards
{
en = -en;
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[0]].position;
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[1]].position;
}
else
{
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[0]].position;
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[1]].position;
}
VectorSubtract(v1, v2, dir);
len = Length(dir);
VectorNormalize(dir);
sprintf(str, "%i", (len<1)?1:(int)len);
sl = strlen(str);
VectorMA(v2, len/2 + sl*4, dir, pos);
for (c = 0; c < sl; c++)
{
frow = (str[c]>>4)*size;
fcol = (str[c]&15)*size;
qglTexCoord2f (fcol, frow + size);
qglVertex3fv(pos);
if (s->flags & SURF_PLANEBACK)
VectorMA(pos, -8, s->plane->normal, v);
else
VectorMA(pos, 8, s->plane->normal, v);
qglTexCoord2f (fcol, frow);
qglVertex3fv(v);
VectorMA(pos, -8, dir, pos);
if (s->flags & SURF_PLANEBACK)
VectorMA(pos, -8, s->plane->normal, v);
else
VectorMA(pos, 8, s->plane->normal, v);
qglTexCoord2f (fcol + size, frow);
qglVertex3fv(v);
qglTexCoord2f (fcol + size, frow + size);
qglVertex3fv(pos);
}
}
}
qglEnd();
qglDisable(GL_POLYGON_OFFSET_FILL);
}
qglEnable(GL_POLYGON_OFFSET_LINE);
qglDisable(GL_TEXTURE_2D);
qglBegin(GL_LINES);
for (s = first; s ; s=s->texturechain)
{
for (e = s->numedges; e >= 0; e--)
{
en = cl.worldmodel->surfedges[e+s->firstedge];
if (en<0) //backwards
en = -en;
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[0]].position;
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[1]].position;
VectorSubtract(v2, v1, dir);
len = Length(dir);
VectorNormalize(dir);
if (gl_schematics.value != 2)
{
sprintf(str, "%i", (len<1)?1:(int)len);
sl = strlen(str);
}
else
sl = 0;
//left side. (find arrowhead part)
if (s->flags & SURF_PLANEBACK)
VectorMA(v1, -4, s->plane->normal, pos);
else
VectorMA(v1, 4, s->plane->normal, pos);
VectorMA(pos, 4, dir, v);
if (s->flags & SURF_PLANEBACK)
VectorMA(v, 4, s->plane->normal, v);
else
VectorMA(v, -4, s->plane->normal, v);
qglVertex3fv(v);
qglVertex3fv(pos);
if (s->flags & SURF_PLANEBACK)
VectorMA(v, -8, s->plane->normal, v);
else
VectorMA(v, 8, s->plane->normal, v);
qglVertex3fv(v);
qglVertex3fv(pos);
//the line
qglVertex3fv(pos);
VectorMA(pos, len/2 - sl*4, dir, pos);
qglVertex3fv(pos);
//right hand side.
if (s->flags & SURF_PLANEBACK)
VectorMA(v2, -4, s->plane->normal, pos);
else
VectorMA(v2, 4, s->plane->normal, pos);
VectorMA(pos, -4, dir, v);
if (s->flags & SURF_PLANEBACK)
VectorMA(v, 4, s->plane->normal, v);
else
VectorMA(v, -4, s->plane->normal, v);
qglVertex3fv(v);
qglVertex3fv(pos);
if (s->flags & SURF_PLANEBACK)
VectorMA(v, -8, s->plane->normal, v);
else
VectorMA(v, 8, s->plane->normal, v);
qglVertex3fv(v);
qglVertex3fv(pos);
//the line
qglVertex3fv(pos);
VectorMA(pos, -(len/2 - sl*4), dir, pos);
qglVertex3fv(pos);
}
}
qglEnd();
qglDisable(GL_POLYGON_OFFSET_LINE);
qglEnable(GL_TEXTURE_2D);
}
// :)
void PPL_Schematics(void)
{
int tn;
msurface_t *s;
texture_t *t;
model_t *model;
qglColor3f(1,1,1);
qglDepthMask(0); //don't bother writing depth
GL_TexEnv(GL_MODULATE);
qglShadeModel(GL_FLAT);
qglEnable(GL_BLEND);
qglDisable(GL_TEXTURE_2D);
model = cl.worldmodel;
for (tn=0 ; tn<model->numtextures ; tn++)
{
t = model->textures[tn];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
PPL_SchematicsTextureChain(s);
t->texturechain=NULL;
}
GL_TexEnv(GL_REPLACE);
qglDepthMask(1);
}
#ifdef PPL
qboolean PPL_VisOverlaps(qbyte *v1, qbyte *v2)
{
int i, m;
m = (cl.worldmodel->numleafs-1)>>3;
for (i=0 ; i<m ; i++)
{
if (v1[i] & v2[i])
return true;
}
return false;
}
qboolean PPL_LeafInView(qbyte *lightvis)
{
int i;
int m = (cl.worldmodel->numleafs+7)/8;
mleaf_t *wl = cl.worldmodel->leafs;
unsigned char lv;
for (i = 0; i < m; i++)
{
lv = lightvis[i];
if (lv&1 && wl[(i<<3)+0].visframe == r_visframecount) return true;
if (lv&2 && wl[(i<<3)+1].visframe == r_visframecount) return true;
if (lv&4 && wl[(i<<3)+2].visframe == r_visframecount) return true;
if (lv&8 && wl[(i<<3)+3].visframe == r_visframecount) return true;
if (lv&16 && wl[(i<<3)+4].visframe == r_visframecount) return true;
if (lv&32 && wl[(i<<3)+5].visframe == r_visframecount) return true;
if (lv&64 && wl[(i<<3)+6].visframe == r_visframecount) return true;
if (lv&128 && wl[(i<<3)+7].visframe == r_visframecount) return true;
}
return false;
}
void PPL_RecursiveWorldNode_r (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int v;
float *v1;
vec3_t v3;
if (node->shadowframe != r_shadowframe)
return;
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
//if light areabox is outside node, ignore node + children
for (c = 0; c < 3; c++)
{
if (lightorg[c] + lightradius < node->minmaxs[c])
return;
if (lightorg[c] - lightradius > node->minmaxs[3+c])
return;
}
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
PPL_Shadow_Cache_Leaf(pleaf);
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->shadowframe = r_shadowframe;
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
PPL_RecursiveWorldNode_r (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
{
for ( ; c ; c--, surf++)
{
if (surf->shadowframe != r_shadowframe)
continue;
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
// continue; // wrong side
// if (surf->flags & SURF_PLANEBACK)
// continue;
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows
continue;
}
//is the light on the right side?
if (surf->flags & SURF_PLANEBACK)
{//inverted normal.
if (-DotProduct(surf->plane->normal, lightorg)+surf->plane->dist >= lightradius)
continue;
}
else
{
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
continue;
}
/* if (fabs(surf->center[0] - lightorg[0]) > lightradius+surf->radius ||
fabs(surf->center[1] - lightorg[1]) > lightradius+surf->radius ||
fabs(surf->center[2] - lightorg[2]) > lightradius+surf->radius)
continue;
*/
PPL_Shadow_Cache_Surface(surf);
#define PROJECTION_DISTANCE (float)(lightradius*2)//0x7fffffff
//build a list of the edges that are to be drawn.
for (v = 0; v < surf->numedges; v++)
{
int e, delta;
shadowemittedeges++;
e = cl.worldmodel->surfedges[surf->firstedge+v];
//negative edge means backwards edge.
if (e < 0)
{
e=-e;
delta = -1;
}
else
{
delta = 1;
}
if (!edge[e].count)
{
if (firstedge)
edge[firstedge].prev = e;
edge[e].next = firstedge;
edge[e].prev = 0;
firstedge = e;
edge[e].count = delta;
}
else
{
edge[e].count += delta;
if (!edge[e].count) //unlink
{
if (edge[e].next)
{
edge[edge[e].next].prev = edge[e].prev;
}
if (edge[e].prev)
edge[edge[e].prev].next = edge[e].next;
else
firstedge = edge[e].next;
}
}
}
shadowsurfcount++;
qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, surf->mesh->numindexes, GL_INDEX_TYPE, surf->mesh->indexes);
//fixme:this only works becuse q1bsps don't have combined meshes yet...
//back (depth precision doesn't matter)
qglBegin(GL_POLYGON);
for (v = surf->mesh->numvertexes-1; v >=0; v--)
{
v1 = surf->mesh->xyz_array[v];
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
qglVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
}
qglEnd();
}
}
}
// recurse down the back side
PPL_RecursiveWorldNode_r (node->children[!side]);
}
//2 changes, but otherwise the same
void PPL_RecursiveWorldNodeQ2_r (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int v;
float *v1;
vec3_t v3;
if (node->contents == Q2CONTENTS_SOLID)
return; // solid
if (node->shadowframe != r_shadowframe)
return;
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
// return;
// if a leaf node, draw stuff
if (node->contents != -1)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->shadowframe = r_shadowframe;
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
PPL_RecursiveWorldNodeQ2_r (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
{
for ( ; c ; c--, surf++)
{
if (surf->shadowframe != r_shadowframe)
continue;
/*
if (surf->lightframe == r_shadowframe) //done this one!
continue;
surf->lightframe = r_shadowframe;
*/
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
// continue; // wrong side
// if (surf->flags & SURF_PLANEBACK)
// continue;
if (surf->flags & SURF_PLANEBACK)
{//inverted normal.
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= 0)
continue;
}
else
{
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0)
continue;
}
//#define PROJECTION_DISTANCE (float)0x7fffffff
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows
continue;
}
//build a list of the edges that are to be drawn.
for (v = 0; v < surf->numedges; v++)
{
int e, delta;
e = cl.worldmodel->surfedges[surf->firstedge+v];
//negative edge means backwards edge.
if (e < 0)
{
e=-e;
delta = -1;
}
else
{
delta = 1;
}
if (!edge[e].count)
{
if (firstedge)
edge[firstedge].prev = e;
edge[e].next = firstedge;
edge[e].prev = 0;
firstedge = e;
edge[e].count = delta;
}
else
{
edge[e].count += delta;
if (!edge[e].count) //unlink
{
if (edge[e].next)
{
edge[edge[e].next].prev = edge[e].prev;
}
if (edge[e].prev)
edge[edge[e].prev].next = edge[e].next;
else
firstedge = edge[e].next;
}
}
}
//front face
qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, surf->mesh->numindexes, GL_INDEX_TYPE, surf->mesh->indexes);
//fixme:this only works becuse q1bsps don't have combined meshes yet...
//back (depth precision doesn't matter)
qglBegin(GL_POLYGON);
for (v = surf->mesh->numvertexes-1; v >=0; v--)
{
v1 = surf->mesh->xyz_array[v];
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
qglVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
}
qglEnd();
}
}
}
// recurse down the back side
PPL_RecursiveWorldNodeQ2_r (node->children[!side]);
}
void PPL_RecursiveWorldNodeQ3_r (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
// glpoly_t *p;
// int v;
// float *v2;
// vec3_t v4;
// vec3_t v3;
if (node->contents == Q2CONTENTS_SOLID)
return; // solid
if (node->shadowframe != r_shadowframe)
return;
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
// return;
// if a leaf node, draw stuff
if (node->contents != -1)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
surf = *mark;
(*mark++)->shadowframe = r_shadowframe;
/* if (surf->shadowframe != r_shadowframe)
continue;
*/
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
// continue; // wrong side
// if (surf->flags & SURF_PLANEBACK)
// continue;
if (surf->flags & SURF_PLANEBACK)
{//inverted normal.
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= -lightradius)
continue;
}
else
{
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
continue;
}
//#define PROJECTION_DISTANCE (float)0x7fffffff
/*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows
continue;
}*/
Sys_Error("PPL_RecursiveWorldNodeQ3_r needs work");
/*
for (p = surf->polys; p; p=p->next)
{
//front face
qglVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*VERTEXSIZE, p->verts);
qglDrawElements(GL_TRIANGLES, (p->numverts-2)*3, GL_INDEX_TYPE, varray_i_polytotri);
//fixme...
for (v = 0; v < p->numverts; v++)
{
//border
v1 = p->verts[v];
v2 = p->verts[( v+1 )%p->numverts];
//get positions of v3 and v4 based on the light position
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
//Now draw the quad from the two verts to the projected light
//verts
qglBegin( GL_QUAD_STRIP );
qglVertex3f( v1[0], v1[1], v1[2] );
qglVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
qglVertex3f( v2[0], v2[1], v2[2] );
qglVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
qglEnd();
}
//back
qglBegin(GL_POLYGON);
for (v = p->numverts-1; v >=0; v--)
{
v1 = p->verts[v];
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
qglVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
}
qglEnd();
}
*/
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
PPL_RecursiveWorldNodeQ3_r (node->children[side]);
// draw stuff
/* c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
{
for ( ; c ; c--, surf++)
{
}
}
}
*/
// recurse down the back side
PPL_RecursiveWorldNodeQ3_r (node->children[!side]);
}
void PPL_RecursiveWorldNode (dlight_t *dl)
{
float *v1, *v2;
vec3_t v3, v4;
lightradius = dl->radius;
lightorg[0] = dl->origin[0]+0.5;
lightorg[1] = dl->origin[1]+0.5;
lightorg[2] = dl->origin[2]+0.5;
modelorg[0] = lightorg[0];
modelorg[1] = lightorg[1];
modelorg[2] = lightorg[2];
if (dl->worldshadowmesh)
{
qglEnableClientState(GL_VERTEX_ARRAY);
qglVertexPointer(3, GL_FLOAT, 0, dl->worldshadowmesh->verts);
qglDrawRangeElements(GL_TRIANGLES, 0, dl->worldshadowmesh->numverts, dl->worldshadowmesh->numindicies, GL_INDEX_TYPE, dl->worldshadowmesh->indicies);
return;
}
PPL_BeginShadowMesh(dl);
qglEnableClientState(GL_VERTEX_ARRAY);
if (qglGetError())
Con_Printf("GL Error on entities\n");
if (cl.worldmodel->fromgame == fg_quake3)
PPL_RecursiveWorldNodeQ3_r(cl.worldmodel->nodes);
else if (cl.worldmodel->fromgame == fg_quake2)
PPL_RecursiveWorldNodeQ2_r(cl.worldmodel->nodes);
else
PPL_RecursiveWorldNode_r(cl.worldmodel->nodes);
if (qglGetError())
Con_Printf("GL Error on entities\n");
qglVertexPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v[0].xyz);
if (qglGetError())
Con_Printf("GL Error on entities\n");
while(firstedge)
{
//border
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position;
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position;
//get positions of v3 and v4 based on the light position
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
if (varray_vc + 4>MAXARRAYVERTS)
{
qglDrawArrays(GL_QUADS, 0, varray_vc);
if (qglGetError())
Con_Printf("GL Error on entities\n");
varray_vc=0;
}
if (edge[firstedge].count > 0)
{
varray_v[varray_vc].xyz[0] = v1[0]+v3[0];
varray_v[varray_vc].xyz[1] = v1[1]+v3[1];
varray_v[varray_vc].xyz[2] = v1[2]+v3[2];
varray_vc++;
varray_v[varray_vc].xyz[0] = v2[0]+v4[0];
varray_v[varray_vc].xyz[1] = v2[1]+v4[1];
varray_v[varray_vc].xyz[2] = v2[2]+v4[2];
varray_vc++;
varray_v[varray_vc].xyz[0] = v2[0];
varray_v[varray_vc].xyz[1] = v2[1];
varray_v[varray_vc].xyz[2] = v2[2];
varray_vc++;
varray_v[varray_vc].xyz[0] = v1[0];
varray_v[varray_vc].xyz[1] = v1[1];
varray_v[varray_vc].xyz[2] = v1[2];
varray_vc++;
}
else
{
varray_v[varray_vc].xyz[0] = v1[0];
varray_v[varray_vc].xyz[1] = v1[1];
varray_v[varray_vc].xyz[2] = v1[2];
varray_vc++;
varray_v[varray_vc].xyz[0] = v2[0];
varray_v[varray_vc].xyz[1] = v2[1];
varray_v[varray_vc].xyz[2] = v2[2];
varray_vc++;
varray_v[varray_vc].xyz[0] = v2[0]+v4[0];
varray_v[varray_vc].xyz[1] = v2[1]+v4[1];
varray_v[varray_vc].xyz[2] = v2[2]+v4[2];
varray_vc++;
varray_v[varray_vc].xyz[0] = v1[0]+v3[0];
varray_v[varray_vc].xyz[1] = v1[1]+v3[1];
varray_v[varray_vc].xyz[2] = v1[2]+v3[2];
varray_vc++;
}
edge[firstedge].count=0;
firstedge = edge[firstedge].next;
shadowedgecount++;
}
qglDrawArrays(GL_QUADS, 0, varray_vc);
if (qglGetError())
Con_Printf("GL Error on entities\n");
varray_vc=0;
firstedge=0;
PPL_FinishShadowMesh(dl);
}
void PPL_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
{
int v;
float *v1, *v2;
vec3_t v3, v4;
int i;
model_t *model;
msurface_t *surf;
RotateLightVector(e->axis, e->origin, dl->origin, lightorg);
qglPushMatrix();
R_RotateForEntity(e);
model = e->model;
surf = model->surfaces+model->firstmodelsurface;
for (i = 0; i < model->nummodelsurfaces; i++, surf++)
{
if (surf->flags & SURF_PLANEBACK)
{//inverted normal.
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1)
continue;
}
else
{
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
continue;
}
//#define PROJECTION_DISTANCE (float)0x7fffffff
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows
continue;
}
//front face
qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
qglDrawArrays(GL_POLYGON, 0, surf->mesh->numvertexes);
for (v = 0; v < surf->mesh->numvertexes; v++)
{
//border
v1 = surf->mesh->xyz_array[v];
v2 = surf->mesh->xyz_array[( v+1 )%surf->mesh->numvertexes];
//get positions of v3 and v4 based on the light position
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
//Now draw the quad from the two verts to the projected light
//verts
qglBegin( GL_QUAD_STRIP );
qglVertex3fv(v1);
qglVertex3f (v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
qglVertex3fv(v2);
qglVertex3f (v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2]);
qglEnd();
}
//back
//the same applies as earlier
qglBegin(GL_POLYGON);
for (v = surf->mesh->numvertexes-1; v >=0; v--)
{
v1 = surf->mesh->xyz_array[v];
v3[0] = (v1[0]-lightorg[0])*PROJECTION_DISTANCE;
v3[1] = (v1[1]-lightorg[1])*PROJECTION_DISTANCE;
v3[2] = (v1[2]-lightorg[2])*PROJECTION_DISTANCE;
qglVertex3f(v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
}
qglEnd();
}
qglPopMatrix();
}
void PPL_DrawShadowMeshes(dlight_t *dl)
{
int i;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (r_inmirror)
{
if (currententity->flags & Q2RF_WEAPONMODEL)
continue;
}
else
{
if (currententity->keynum == dl->key)
continue;
}
if (currententity->flags & Q2RF_BEAM)
{
R_DrawBeam(currententity);
continue;
}
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->engineflags & MDLF_ENGULPHS)
{
if (gl_part_flame.value)
continue;
}
}
switch (currententity->model->type)
{
case mod_alias:
R_DrawGAliasShadowVolume (currententity, dl->origin, dl->radius);
break;
case mod_brush:
PPL_DrawBrushModelShadow (dl, currententity);
break;
default:
break;
}
}
}
void PPL_UpdateNodeShadowFrames(qbyte *lvis)
{
int i;
mnode_t *node;
if (!lvis) //using a cached light, we don't need shadowframes
return;
#ifdef Q3BSPS
if (cl.worldmodel->fromgame == fg_quake3)
{
mleaf_t *leaf;
r_shadowframe++;
for (i=0, leaf=cl.worldmodel->leafs; i<cl.worldmodel->numleafs ; i++, leaf++)
{
node = (mnode_t *)leaf;
while (node)
{
if (node->shadowframe == r_shadowframe)
break;
node->shadowframe = r_shadowframe;
node = node->parent;
}
}
}
else
#endif
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2)
{
mleaf_t *leaf;
int cluster;
r_shadowframe++;
for (i=0, leaf=cl.worldmodel->leafs; i<cl.worldmodel->numleafs ; i++, leaf++)
{
cluster = leaf->cluster;
if (cluster == -1)
continue;
if (lvis[cluster>>3] & (1<<(cluster&7)))
{
node = (mnode_t *)leaf;
do
{
if (node->shadowframe == r_shadowframe)
break;
node->shadowframe = r_shadowframe;
node = node->parent;
} while (node);
}
}
}
else
#endif
{
if (r_novis.value != 2)
{
r_shadowframe++;
//variation on mark leaves
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
{
if (lvis[i>>3] & (1<<(i&7)))// && vvis[i>>3] & (1<<(i&7)))
{
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
do
{
if (node->shadowframe == r_shadowframe)
break;
node->shadowframe = r_shadowframe;
node = node->parent;
} while (node);
}
}
}
}
}
#if 1 //DP's stolen code
static void GL_Scissor (int x, int y, int width, int height)
{
#if 0 //visible scissors
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho (0, glwidth, glheight, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// GL_Set2D();
glColor4f(1,1,1,1);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE );
glDisable(GL_TEXTURE_2D);
GL_TexEnv(GL_REPLACE);
glBegin(GL_LINE_LOOP);
glVertex2f(x, y);
glVertex2f(x+glwidth, y);
glVertex2f(x+glwidth, y+glheight);
glVertex2f(x, y+glheight);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
qglScissor(x, glheight - (y + height),width,height);
}
#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
qboolean PPL_ScissorForBox(vec3_t mins, vec3_t maxs)
{
int i, ix1, iy1, ix2, iy2;
float x1, y1, x2, y2, x, y, f;
vec3_t smins, smaxs;
vec4_t v, v2;
int r_view_x = 0;
int r_view_y = 0;
int r_view_width = glwidth;
int r_view_height = glheight;
if (0)//!r_shadow_scissor.integer)
{
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
}
// if view is inside the box, just say yes it's visible
if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
{
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
}
for (i = 0;i < 3;i++)
{
if (vpn[i] >= 0)
{
v[i] = mins[i];
v2[i] = maxs[i];
}
else
{
v[i] = maxs[i];
v2[i] = mins[i];
}
}
f = DotProduct(vpn, r_refdef.vieworg) + 1;
if (DotProduct(vpn, v2) <= f)
{
// entirely behind nearclip plane
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return true;
}
if (DotProduct(vpn, v) >= f)
{
// entirely infront of nearclip plane
x1 = y1 = x2 = y2 = 0;
for (i = 0;i < 8;i++)
{
v[0] = (i & 1) ? mins[0] : maxs[0];
v[1] = (i & 2) ? mins[1] : maxs[1];
v[2] = (i & 4) ? mins[2] : maxs[2];
v[3] = 1.0f;
Matrix4_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, (float)vid.width/vid.height, r_refdef.fov_y);
v2[0]*=r_view_width;
v2[1]*=r_view_height;
// GL_TransformToScreen(v, v2);
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
x = v2[0];
y = v2[1];
if (i)
{
if (x1 > x) x1 = x;
if (x2 < x) x2 = x;
if (y1 > y) y1 = y;
if (y2 < y) y2 = y;
}
else
{
x1 = x2 = x;
y1 = y2 = y;
}
}
}
else
{
// clipped by nearclip plane
// this is nasty and crude...
// create viewspace bbox
for (i = 0;i < 8;i++)
{
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
v2[0] = DotProduct(v, vright);
v2[1] = DotProduct(v, vup);
v2[2] = DotProduct(v, vpn);
if (i)
{
if (smins[0] > v2[0]) smins[0] = v2[0];
if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
if (smins[1] > v2[1]) smins[1] = v2[1];
if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
if (smins[2] > v2[2]) smins[2] = v2[2];
if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
}
else
{
smins[0] = smaxs[0] = v2[0];
smins[1] = smaxs[1] = v2[1];
smins[2] = smaxs[2] = v2[2];
}
}
// now we have a bbox in viewspace
// clip it to the view plane
if (smins[2] < 1)
smins[2] = 1;
// return true if that culled the box
if (smins[2] >= smaxs[2])
return true;
// ok some of it is infront of the view, transform each corner back to
// worldspace and then to screenspace and make screen rect
// initialize these variables just to avoid compiler warnings
x1 = y1 = x2 = y2 = 0;
for (i = 0;i < 8;i++)
{
v2[0] = (i & 1) ? smins[0] : smaxs[0];
v2[1] = (i & 2) ? smins[1] : smaxs[1];
v2[2] = (i & 4) ? smins[2] : smaxs[2];
v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0];
v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1];
v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2];
v[3] = 1.0f;
Matrix4_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, vid.width/vid.height, r_refdef.fov_y);
v2[0]*=r_view_width;
v2[1]*=r_view_height;
// GL_TransformToScreen(v, v2);
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
x = v2[0];
y = v2[1];
if (i)
{
if (x1 > x) x1 = x;
if (x2 < x) x2 = x;
if (y1 > y) y1 = y;
if (y2 < y) y2 = y;
}
else
{
x1 = x2 = x;
y1 = y2 = y;
}
}
#if 0
// this code doesn't handle boxes with any points behind view properly
x1 = 1000;x2 = -1000;
y1 = 1000;y2 = -1000;
for (i = 0;i < 8;i++)
{
v[0] = (i & 1) ? mins[0] : maxs[0];
v[1] = (i & 2) ? mins[1] : maxs[1];
v[2] = (i & 4) ? mins[2] : maxs[2];
v[3] = 1.0f;
GL_TransformToScreen(v, v2);
v2[0]*=r_view_width;
v2[1]*=r_view_height;
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
if (v2[2] > 0)
{
x = v2[0];
y = v2[1];
if (x1 > x) x1 = x;
if (x2 < x) x2 = x;
if (y1 > y) y1 = y;
if (y2 < y) y2 = y;
}
}
#endif
}
ix1 = x1 - 1.0f;
iy1 = y1 - 1.0f;
ix2 = x2 + 1.0f;
iy2 = y2 + 1.0f;
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
if (ix1 < r_view_x) ix1 = r_view_x;
if (iy1 < r_view_y) iy1 = r_view_y;
if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
//qglEnable(GL_SCISSOR_TEST);
return false;
}
#endif
//generates stencil shadows of the world geometry.
//redraws world geometry
qboolean PPL_AddLight(dlight_t *dl)
{
int i;
int sdecrw;
int sincrw;
int leaf;
qbyte *lvis;
qbyte *vvis;
vec3_t colour;
qbyte lvisb[MAX_MAP_LEAFS/8];
qbyte vvisb[MAX_MAP_LEAFS/8];
vec3_t mins;
vec3_t maxs;
mins[0] = dl->origin[0] - dl->radius;
mins[1] = dl->origin[1] - dl->radius;
mins[2] = dl->origin[2] - dl->radius;
maxs[0] = dl->origin[0] + dl->radius;
maxs[1] = dl->origin[1] + dl->radius;
maxs[2] = dl->origin[2] + dl->radius;
colour[0] = dl->color[0];
colour[1] = dl->color[1];
colour[2] = dl->color[2];
if (dl->style)
{
if (cl_lightstyle[dl->style-1].colour & 1)
colour[0] *= d_lightstylevalue[dl->style-1]/255.0f;
else
colour[0] = 0;
if (cl_lightstyle[dl->style-1].colour & 2)
colour[1] *= d_lightstylevalue[dl->style-1]/255.0f;
else
colour[1] = 0;
if (cl_lightstyle[dl->style-1].colour & 4)
colour[2] *= d_lightstylevalue[dl->style-1]/255.0f;
else
colour[2] = 0;
}
if (colour[0] < 0.1 && colour[1] < 0.1 && colour[2] < 0.1)
return false; //just switch these off.
if (PPL_ScissorForBox(mins, maxs))
return false; //was culled.
if (dl->worldshadowmesh)
{
if (!PPL_LeafInView(dl->worldshadowmesh->litleaves))
return false;
/*
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
else
i = r_viewleaf - cl.worldmodel->leafs;
vvis = cl.worldmodel->funcs.LeafPVS(i, cl.worldmodel, vvisb);
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if (!PPL_VisOverlaps(dl->worldshadowmesh->litleaves, vvis)) //The two viewing areas do not intersect.
return;
*/
lvis = NULL;
}
else
{
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, r_refdef.vieworg);
else
i = r_viewleaf - cl.worldmodel->leafs;
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb);
vvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, i, vvisb);
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if (!PPL_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
return false;
}
PPL_EnableVertexArrays();
qglDisable(GL_TEXTURE_2D);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
qglEnable(GL_SCISSOR_TEST);
if (!((int)r_shadows.value & 4))
{
qglDisable(GL_BLEND);
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
qglDepthMask(0);
if (gldepthfunc==GL_LEQUAL)
qglDepthFunc(GL_LESS);
else
qglDepthFunc(GL_GREATER);
qglEnable(GL_DEPTH_TEST);
qglEnable(GL_STENCIL_TEST);
sincrw = GL_INCR;
sdecrw = GL_DECR;
if (gl_config.ext_stencil_wrap)
{ //minamlise damage...
sincrw = GL_INCR_WRAP_EXT;
sdecrw = GL_DECR_WRAP_EXT;
}
//our stencil writes.
#ifdef _DEBUG
if (r_shadows.value == 666) //testing (visible shadow volumes)
{
PPL_UpdateNodeShadowFrames(lvis);
if (qglGetError())
Con_Printf("GL Error on entities\n");
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
qglColor3f(dl->color[0], dl->color[1], dl->color[2]);
qglDisable(GL_STENCIL_TEST);
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (qglGetError())
Con_Printf("GL Error on entities\n");
PPL_RecursiveWorldNode(dl);
if (qglGetError())
Con_Printf("GL Error on entities\n");
PPL_DrawShadowMeshes(dl);
if (qglGetError())
Con_Printf("GL Error on entities\n");
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
else
#endif
if (qglStencilOpSeparateATI && !((int)r_shadows.value & 2))//GL_ATI_separate_stencil
{
qglClearStencil(0);
qglClear(GL_STENCIL_BUFFER_BIT);
qglDisable(GL_CULL_FACE);
qglStencilFunc( GL_ALWAYS, 1, ~0 );
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP);
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP);
PPL_UpdateNodeShadowFrames(lvis);
PPL_RecursiveWorldNode(dl);
PPL_DrawShadowMeshes(dl);
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
qglEnable(GL_CULL_FACE);
qglStencilFunc( GL_EQUAL, 0, ~0 );
}
else if (qglActiveStencilFaceEXT && !((int)r_shadows.value & 2)) //NVidias variation on a theme. (GFFX class)
{
qglClearStencil(0);
qglClear(GL_STENCIL_BUFFER_BIT);
qglDisable(GL_CULL_FACE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglActiveStencilFaceEXT(GL_BACK);
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
qglStencilFunc( GL_ALWAYS, 1, ~0 );
qglActiveStencilFaceEXT(GL_FRONT);
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
qglStencilFunc( GL_ALWAYS, 1, ~0 );
PPL_UpdateNodeShadowFrames(lvis);
PPL_RecursiveWorldNode(dl);
PPL_DrawShadowMeshes(dl);
qglActiveStencilFaceEXT(GL_BACK);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglActiveStencilFaceEXT(GL_FRONT);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglEnable(GL_CULL_FACE);
qglActiveStencilFaceEXT(GL_BACK);
qglStencilFunc( GL_ALWAYS, 0, ~0 );
qglActiveStencilFaceEXT(GL_FRONT);
qglStencilFunc( GL_EQUAL, 0, ~0 );
}
else //your graphics card sucks and lacks efficient stencil shadow techniques.
{ //centered around 0. Will only be increased then decreased less.
qglClearStencil(0);
qglClear(GL_STENCIL_BUFFER_BIT);
qglEnable(GL_CULL_FACE);
qglStencilFunc( GL_ALWAYS, 0, ~0 );
shadowsurfcount = 0;
qglCullFace(GL_BACK);
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
PPL_UpdateNodeShadowFrames(lvis);
PPL_RecursiveWorldNode(dl);
PPL_DrawShadowMeshes(dl);
shadowsurfcount=0;
qglCullFace(GL_FRONT);
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
PPL_UpdateNodeShadowFrames(lvis);
PPL_RecursiveWorldNode(dl);
PPL_DrawShadowMeshes(dl);
qglStencilFunc( GL_EQUAL, 0, ~0 );
}
//end stencil writing.
qglEnable(GL_DEPTH_TEST);
qglDepthMask(0);
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
qglCullFace(GL_FRONT);
#if 0 //draw the stencil stuff to the red channel
/*
{
#pragma comment(lib, "opengl32.lib")
static char buffer[1024*1024*8];
glReadPixels(0, 0, vid.width, vid.height, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, buffer);
glDrawPixels(vid.width, vid.height, GL_GREEN, GL_UNSIGNED_BYTE, buffer);
}
*/
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
GL_Set2D();
{
extern cvar_t vid_conheight;
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
qglStencilFunc(GL_GREATER, 1, ~0);
Draw_ConsoleBackground(vid_conheight.value);
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
qglStencilFunc(GL_LESS, 1, ~0);
Draw_ConsoleBackground(vid_conheight.value);
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
qglStencilFunc(GL_NEVER, 1, ~0);
Draw_ConsoleBackground(vid_conheight.value);
}
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
#endif
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}
qglColor3f(1,1,1);
qglEnable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
qglColor4f(dl->color[0], dl->color[1], dl->color[2], 1);
qglDepthFunc(GL_EQUAL);
lightorg[0] = dl->origin[0]+0.5;
lightorg[1] = dl->origin[1]+0.5;
lightorg[2] = dl->origin[2]+0.5;
PPL_DrawEntLighting(dl, colour);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDepthMask(1);
qglDepthFunc(gldepthfunc);
qglEnable(GL_DEPTH_TEST);
qglDisable(GL_STENCIL_TEST);
qglStencilFunc( GL_ALWAYS, 0, ~0 );
qglDisable(GL_SCISSOR_TEST);
qglDisable(GL_BLEND);
GL_TexEnv(GL_REPLACE);
return true;
}
#endif
void GL_CheckTMUIs0(void);
void PPL_DrawWorld (void)
{
RSpeedLocals();
#if 0
dlight_t *lc, *furthestprev;
float furthest;
#endif
#ifdef PPL
dlight_t *l;
int i;
int numlights;
vec3_t mins, maxs;
#endif
int maxshadowlights = gl_maxshadowlights.value;
if (!r_shadow_realtime_world.value)
r_lightmapintensity = 1;
else
r_lightmapintensity = r_shadow_realtime_world_lightmaps.value;
/*
if (!lightmap)
{
R_PreNewMap();
R_NewMap();
return; // :/
}
*/
if (maxshadowlights < 1)
maxshadowlights = 1;
// if (qglGetError())
// Con_Printf("GL Error before world\n");
//glColorMask(0,0,0,0);
RSpeedRemark();
TRACE(("dbg: calling PPL_BaseTextures\n"));
PPL_BaseTextures(cl.worldmodel);
RSpeedEnd(RSPEED_WORLD);
// if (qglGetError())
// Con_Printf("GL Error during base textures\n");
//glColorMask(1,1,1,1);
RSpeedRemark();
TRACE(("dbg: calling PPL_BaseEntTextures\n"));
PPL_BaseEntTextures();
RSpeedEnd(RSPEED_DRAWENTITIES);
// CL_NewDlightRGB(1, r_refdef.vieworg[0], r_refdef.vieworg[1]-16, r_refdef.vieworg[2]-24, 128, 1, 1, 1, 1);
// if (qglGetError())
// Con_Printf("GL Error on entities\n");
#ifdef PPL
numlights = 0;
RSpeedRemark();
if (r_shadows.value && qglStencilFunc && gl_canstencil)
{
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife || cl.worldmodel->fromgame == fg_quake2 /*|| cl.worldmodel->fromgame == fg_quake3*/)
{
// lc = NULL;
for (l = cl_dlights, i=0 ; i<dlights_running ; i++, l++)
{
if (!l->radius || l->noppl)
continue;
if (l->color[0]<0)
continue; //quick check for darklight
if (l->isstatic)
{
if (!r_shadow_realtime_world.value)
continue;
}
mins[0] = l->origin[0] - l->radius;
mins[1] = l->origin[1] - l->radius;
mins[2] = l->origin[2] - l->radius;
maxs[0] = l->origin[0] + l->radius;
maxs[1] = l->origin[1] + l->radius;
maxs[2] = l->origin[2] + l->radius;
if (R_CullBox(mins, maxs))
continue;
if (R_CullSphere(l->origin, l->radius))
continue;
#if 1
if (maxshadowlights-- <= 0)
continue;
#else
VectorSubtract(l->origin, r_refdef.vieworg, mins)
l->dist = Length(mins);
VectorNormalize(mins);
l->dist*=1-sqrt(DotProduct(vpn, mins)*DotProduct(vpn, mins));
l->next = lc;
lc = l;
maxshadowlights--;
}
while (maxshadowlights<0)//ooer... we exceeded our quota... strip the furthest ones out.
{
furthest = lc->dist;
furthestprev=NULL;
for (l = lc; l->next; l = l->next)
{
if (l->next->dist > furthest)
{
furthest = l->next->dist;
furthestprev = l;
}
}
if (furthestprev)
furthestprev->next = furthestprev->next->next;
else
lc = lc->next;
maxshadowlights++;
}
for (l = lc; l; l = l->next) //we now have our quotaed list
{
#endif
if(!l->isstatic)
{
l->color[0]*=10;
l->color[1]*=10;
l->color[2]*=10;
}
TRACE(("dbg: calling PPL_AddLight\n"));
if (PPL_AddLight(l))
numlights++;
if(!l->isstatic)
{
l->color[0]/=10;
l->color[1]/=10;
l->color[2]/=10;
}
}
qglEnable(GL_TEXTURE_2D);
}
qglDisableClientState(GL_COLOR_ARRAY);
}
RSpeedEnd(RSPEED_STENCILSHADOWS);
#endif
// Con_Printf("%i lights\n", numlights);
// if (qglGetError())
// Con_Printf("GL Error on shadow lighting\n");
RSpeedRemark();
if (gl_schematics.value)
PPL_Schematics();
TRACE(("dbg: calling PPL_DrawEntFullBrights\n"));
PPL_DrawEntFullBrights();
RSpeedEnd(RSPEED_FULLBRIGHTS);
// if (qglGetError())
// Con_Printf("GL Error on fullbrights/details\n");
// Con_Printf("%i %i(%i) %i\n", shadowsurfcount, shadowedgecount, shadowemittedeges, shadowlightfaces);
RQuantAdd(RQUANT_SHADOWFACES, shadowsurfcount);
RQuantAdd(RQUANT_SHADOWEDGES, shadowedgecount);
RQuantAdd(RQUANT_LITFACES, shadowlightfaces);
shadowsurfcount = 0;
shadowedgecount = 0;
shadowlightfaces = 0;
shadowemittedeges = 0;
GL_CheckTMUIs0();
R_IBrokeTheArrays();
}
void PPL_CreateShaderObjects(void)
{
#ifdef PPL
PPL_CreateLightTexturesProgram();
#endif
PPL_LoadSpecularFragmentProgram();
}
void PPL_FlushShadowMesh(dlight_t *dl)
{
int tn;
shadowmesh_t *sm;
sm = dl->worldshadowmesh;
if (sm)
{
dl->worldshadowmesh = NULL;
for (tn = 0; tn < sm->numsurftextures; tn++)
if (sm->litsurfs[tn].count)
BZ_Free(sm->litsurfs);
BZ_Free(sm->indicies);
BZ_Free(sm->verts);
BZ_Free(sm);
}
}
//okay, so this is a bit of a hack...
qboolean buildingmesh;
void (APIENTRY *realBegin) (GLenum);
void (APIENTRY *realEnd) (void);
void (APIENTRY *realVertex3f) (GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY *realVertex3fv) (const GLfloat *v);
void (APIENTRY *realVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (APIENTRY *realDrawArrays) (GLenum mode, GLint first, GLsizei count);
void (APIENTRY *realDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
#define inc 128
int sh_type;
int sh_index[64*64];
int sh_vertnum; //vertex number (set to 0 at SH_Begin)
int sh_maxverts;
int sh_numverts; //total emitted
int sh_maxindicies;
int sh_numindicies;
const float *sh_vertexpointer;
int sh_vpstride;
shadowmesh_t *sh_shmesh;
void APIENTRY SH_Begin (GLenum e)
{
sh_type = e;
}
void APIENTRY SH_End (void)
{
int i;
int v1, v2;
switch(sh_type)
{
case GL_POLYGON:
i = (sh_numindicies+(sh_vertnum-2)*3+inc+5)&~(inc-1); //and a bit of padding
if (sh_maxindicies != i)
{
sh_maxindicies = i;
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
}
//decompose the poly into a triangle fan.
v1 = sh_index[0];
v2 = sh_index[1];
for (i = 2; i < sh_vertnum; i++)
{
sh_shmesh->indicies[sh_numindicies++] = v1;
sh_shmesh->indicies[sh_numindicies++] = v2;
sh_shmesh->indicies[sh_numindicies++] = v2 = sh_index[i];
}
sh_vertnum = 0;
break;
case GL_TRIANGLES:
i = (sh_numindicies+(sh_vertnum)+inc+5)&~(inc-1); //and a bit of padding
if (sh_maxindicies != i)
{
sh_maxindicies = i;
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
}
//add the extra triangles
for (i = 0; i < sh_vertnum; i+=3)
{
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+0];
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+1];
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+2];
}
sh_vertnum = 0;
break;
case GL_QUADS:
i = (sh_numindicies+(sh_vertnum/4)*6+inc+5)&~(inc-1); //and a bit of padding
if (sh_maxindicies != i)
{
sh_maxindicies = i;
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
}
//add the extra triangles
for (i = 0; i < sh_vertnum; i+=4)
{
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+0];
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+1];
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+2];
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+0];
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+2];
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+3];
}
sh_vertnum = 0;
break;
default:
if (sh_vertnum)
Sys_Error("SH_End: verticies were left");
}
}
void APIENTRY SH_Vertex3f (GLfloat x, GLfloat y, GLfloat z)
{
int i;
if (sh_vertnum > sizeof(sh_index)/sizeof(sh_index[0]))
Sys_Error("SH_End: too many verticies");
//add the verts as we go
i = (sh_numverts+inc+5)&~(inc-1); //and a bit of padding
if (sh_maxverts != i)
{
sh_maxverts = i;
sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
}
sh_shmesh->verts[sh_numverts][0] = x;
sh_shmesh->verts[sh_numverts][1] = y;
sh_shmesh->verts[sh_numverts][2] = z;
sh_index[sh_vertnum] = sh_numverts;
sh_vertnum++;
sh_numverts++;
switch(sh_type)
{
case GL_POLYGON:
break;
case GL_TRIANGLES:
if (sh_vertnum == 3)
SH_End();
break;
case GL_QUADS:
if (sh_vertnum == 4)
SH_End();
break;
default:
Sys_Error("SH_Vertex3f: bad type");
}
}
void APIENTRY SH_Vertex3fv (const GLfloat *v)
{
SH_Vertex3f(v[0], v[1], v[2]);
}
void APIENTRY SH_VertexPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
sh_vertexpointer = pointer;
sh_vpstride = stride/4;
if (!sh_vpstride)
sh_vpstride = 3;
}
void APIENTRY SH_DrawArrays (GLenum mode, GLint first, GLsizei count)
{
int i;
SH_Begin(mode);
count+=first;
for (i = first; i < count; i++)
SH_Vertex3fv(sh_vertexpointer + i*sh_vpstride);
SH_End();
}
void APIENTRY SH_DrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
int i;
SH_Begin(mode);
for (i = 0; i < count; i++)
SH_Vertex3fv(sh_vertexpointer + (((int*)indices)[i])*sh_vpstride);
SH_End();
}
void PPL_Shadow_Cache_Surface(msurface_t *surf)
{
int i;
if (!buildingmesh)
return;
for (i = 0; i < cl.worldmodel->numtextures; i++)
if (surf->texinfo->texture == cl.worldmodel->textures[i])
break;
sh_shmesh->litsurfs[i].s = BZ_Realloc(sh_shmesh->litsurfs[i].s, sizeof(void*)*(sh_shmesh->litsurfs[i].count+1));
sh_shmesh->litsurfs[i].s[sh_shmesh->litsurfs[i].count] = surf;
sh_shmesh->litsurfs[i].count++;
}
void PPL_Shadow_Cache_Leaf(mleaf_t *leaf)
{
int i;
if (!buildingmesh)
return;
i = leaf - cl.worldmodel->leafs;
sh_shmesh->litleaves[i>>3] = 1<<(i&7);
}
void PPL_BeginShadowMesh(dlight_t *dl)
{
PPL_FlushShadowMesh(dl);
if (buildingmesh)
return;
if (!dl->isstatic)
return;
sh_maxverts = 0;
sh_numverts = 0;
sh_vertnum = 0;
sh_maxindicies = 0;
sh_numindicies = 0;
buildingmesh = true;
realBegin = qglBegin;
realEnd = qglEnd;
realVertex3f = qglVertex3f;
realVertex3fv = qglVertex3fv;
realVertexPointer = qglVertexPointer;
realDrawArrays = qglDrawArrays;
realDrawElements = qglDrawElements;
qglBegin = SH_Begin;
qglEnd = SH_End;
qglVertex3f = SH_Vertex3f;
qglVertex3fv = SH_Vertex3fv;
qglVertexPointer = SH_VertexPointer;
qglDrawArrays = SH_DrawArrays;
qglDrawElements = SH_DrawElements;
sh_shmesh = Z_Malloc(sizeof(*sh_shmesh) + (cl.worldmodel->numleafs+7)/8);
sh_shmesh->litsurfs = Z_Malloc(sizeof(shadowmeshsurfs_t)*cl.worldmodel->numtextures);
sh_shmesh->numsurftextures=cl.worldmodel->numtextures;
sh_shmesh->litleaves = (unsigned char*)(sh_shmesh+1);
}
void PPL_FinishShadowMesh(dlight_t *dl)
{
if (!buildingmesh)
return;
qglBegin = realBegin;
qglEnd = realEnd;
qglVertex3f = realVertex3f;
qglVertex3fv = realVertex3fv;
qglVertexPointer = realVertexPointer;
qglDrawArrays = realDrawArrays;
qglDrawElements = realDrawElements;
buildingmesh = false;
dl->worldshadowmesh = sh_shmesh;
sh_shmesh->numindicies = sh_numindicies;
sh_shmesh->numverts = sh_numverts;
sh_shmesh = NULL;
}
#endif //ifdef GLQUAKE