/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_surf.c: surface-related refresh code #include "quakedef.h" #if defined(GLQUAKE) || defined(D3DQUAKE) #include "glquake.h" #include "shader.h" #include "renderque.h" #include "com_mesh.h" #include extern cvar_t r_ambient; static vec3_t modelorg; /*set before recursively entering the visible surface finder*/ static qbyte areabits[MAX_Q2MAP_AREAS/8]; model_t *currentmodel; int lightmap_bytes; // 1, 3 or 4 qboolean lightmap_bgra; #define MAX_LIGHTMAP_SIZE LMBLOCK_WIDTH vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE]; unsigned blocklights[3*MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE]; lightmapinfo_t **lightmap; int numlightmaps; extern mleaf_t *r_vischain; // linked list of visible leafs extern cvar_t r_stains; extern cvar_t r_loadlits; extern cvar_t r_stainfadetime; extern cvar_t r_stainfadeammount; static int lightmap_shift; int Surf_LightmapShift (model_t *model) { extern cvar_t gl_overbright_all, gl_overbright; if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT)) lightmap_shift = bound(0, gl_overbright.ival, 2); else lightmap_shift = 0; return lightmap_shift; } void Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue) { Mod_RebuildLightmaps(); } //radius, x y z, r g b void Surf_StainSurf (msurface_t *surf, float *parms) { int sd, td; float dist, rad, minlight; float change; vec3_t impact, local; int s, t; int i; int smax, tmax; float amm; int lim; mtexinfo_t *tex; stmap *stainbase; lightmapinfo_t *lm; lim = 255 - (r_stains.value*255); #define stain(x) \ change = stainbase[(s)*3+x] + amm*parms[4+x]; \ stainbase[(s)*3+x] = bound(lim, change, 255); if (surf->lightmaptexturenums[0] < 0) return; lm = lightmap[surf->lightmaptexturenums[0]]; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; stainbase = lm->stainmaps; stainbase += (surf->light_t[0] * lm->width + surf->light_s[0]) * 3; rad = *parms; dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist; rad -= fabs(dist); minlight = 0; if (rad < minlight) //not hit return; minlight = rad - minlight; for (i=0 ; i<3 ; i++) { impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist; } local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3]; local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3]; local[0] -= surf->texturemins[0]; local[1] -= surf->texturemins[1]; for (t = 0 ; t td) dist = sd + (td>>1); else dist = td + (sd>>1); if (dist < minlight) { amm = (rad - dist); stain(0); stain(1); stain(2); surf->stained = true; } } stainbase += 3*lm->width; } if (surf->stained) surf->cached_dlight=-1; } //combination of R_AddDynamicLights and R_MarkLights /* static void Surf_StainNode (mnode_t *node, float *parms) { mplane_t *splitplane; float dist; msurface_t *surf; int i; if (node->contents < 0) return; splitplane = node->plane; dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist; if (dist > (*parms)) { Surf_StainNode (node->children[0], parms); return; } if (dist < (-*parms)) { Surf_StainNode (node->children[1], parms); return; } // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK)) continue; Surf_StainSurf(surf, parms); } Surf_StainNode (node->children[0], parms); Surf_StainNode (node->children[1], parms); } */ void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius) { physent_t *pe; int i; float parms[7]; if (!cl.worldmodel || cl.worldmodel->needload || r_stains.value <= 0) return; parms[0] = radius; parms[1] = org[0]; parms[2] = org[1]; parms[3] = org[2]; parms[4] = red; parms[5] = green; parms[6] = blue; cl.worldmodel->funcs.StainNode(cl.worldmodel->nodes+cl.worldmodel->hulls[0].firstclipnode, parms); //now stain bsp models other than world. for (i=1 ; i< pmove.numphysent ; i++) //0 is world... { pe = &pmove.physents[i]; if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces) { parms[1] = org[0] - pe->origin[0]; parms[2] = org[1] - pe->origin[1]; parms[3] = org[2] - pe->origin[2]; if (pe->angles[0] || pe->angles[1] || pe->angles[2]) { vec3_t f, r, u, temp; AngleVectors(pe->angles, f, r, u); VectorCopy((parms+1), temp); parms[1] = DotProduct(temp, f); parms[2] = -DotProduct(temp, r); parms[3] = DotProduct(temp, u); } pe->model->funcs.StainNode(pe->model->nodes+pe->model->hulls[0].firstclipnode, parms); } } } void Surf_WipeStains(void) { int i; for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) break; memset(lightmap[i]->stainmaps, 255, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*3*sizeof(stmap)); } } void Surf_LessenStains(void) { int i; msurface_t *surf; int smax, tmax; int s, t; stmap *stain; int stride; int ammount; int limit; lightmapinfo_t *lm; static float time; if (!r_stains.value) return; time += host_frametime; if (time < r_stainfadetime.value) return; time-=r_stainfadetime.value; ammount = r_stainfadeammount.value; limit = 255 - ammount; surf = cl.worldmodel->surfaces; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->stained) { lm = lightmap[surf->lightmaptexturenums[0]]; surf->cached_dlight=-1;//nice hack here... smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; stain = lm->stainmaps; stain += (surf->light_t[0] * lm->width + surf->light_s[0]) * 3; stride = (lm->width-smax)*3; surf->stained = false; smax*=3; for (t = 0 ; tstained=true; } else //reset to 255 *stain = 255; stain++; } } } } } /* =============== R_AddDynamicLights =============== */ static void Surf_AddDynamicLights (msurface_t *surf) { int lnum; int sd, td; float dist, rad, minlight; vec3_t impact, local; int s, t; int i; int smax, tmax; mtexinfo_t *tex; float a; unsigned *bl; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; for (lnum=rtlights_first; lnumdlightbits & (1<plane->normal) - surf->plane->dist; rad -= fabs(dist); minlight = cl_dlights[lnum].minlight; if (rad < minlight) continue; minlight = rad - minlight; for (i=0 ; i<3 ; i++) { impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist; } local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3]; local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3]; local[0] -= surf->texturemins[0]; local[1] -= surf->texturemins[1]; a = 256*(cl_dlights[lnum].color[0]*NTSC_RED + cl_dlights[lnum].color[1]*NTSC_GREEN + cl_dlights[lnum].color[2]*NTSC_BLUE); bl = blocklights; for (t = 0 ; t td) dist = sd + (td>>1); else dist = td + (sd>>1); if (dist < minlight) bl[0] += (rad - dist)*a; bl++; } } } } // warning: ‘Surf_AddDynamicLightNorms’ defined but not used /* static void Surf_AddDynamicLightNorms (msurface_t *surf) { int lnum; int sd, td; float dist, rad, minlight; vec3_t impact, local; int s, t; int i; int smax, tmax; mtexinfo_t *tex; float a; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; for (lnum=rtlights_first; lnumdlightbits & (1<plane->normal) - surf->plane->dist; rad -= fabs(dist); minlight = cl_dlights[lnum].minlight; if (rad < minlight) continue; minlight = rad - minlight; for (i=0 ; i<3 ; i++) { impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist; } local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3]; local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3]; local[0] -= surf->texturemins[0]; local[1] -= surf->texturemins[1]; a = 256*(cl_dlights[lnum].color[0]*NTSC_RED + cl_dlights[lnum].color[1]*NTSC_GREEN + cl_dlights[lnum].color[2]*NTSC_BLUE); for (t = 0 ; t td) dist = sd + (td>>1); else dist = td + (sd>>1); if (dist < minlight) { // blocknormals[t*smax + s][0] -= (rad - dist)*(impact[0]-local[0])/8192.0; // blocknormals[t*smax + s][1] -= (rad - dist)*(impact[1]-local[1])/8192.0; blocknormals[t*smax + s][2] += 0.5*blocknormals[t*smax + s][2]*(rad - dist)/256; } } } } } */ #ifdef PEXT_LIGHTSTYLECOL static void Surf_AddDynamicLightsColours (msurface_t *surf) { int lnum; int sd, td; float dist, rad, minlight; vec3_t impact, local; int s, t; int i; int smax, tmax; mtexinfo_t *tex; // float temp; float r, g, b; unsigned *bl; vec3_t lightofs; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; for (lnum=rtlights_first; lnumdlightbits & (1<origin, lightofs); dist = DotProduct (lightofs, surf->plane->normal) - surf->plane->dist; rad -= fabs(dist); minlight = cl_dlights[lnum].minlight; if (rad < minlight) continue; minlight = rad - minlight; for (i=0 ; i<3 ; i++) { impact[i] = lightofs[i] - surf->plane->normal[i]*dist; } local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3]; local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3]; local[0] -= surf->texturemins[0]; local[1] -= surf->texturemins[1]; r = cl_dlights[lnum].color[0]*128; g = cl_dlights[lnum].color[1]*128; b = cl_dlights[lnum].color[2]*128; /* if (cl_dlights[lnum].type == 1) //a wierd effect. { for (t = 0 ; t td) dist = sd + (td>>1); else dist = td + (sd>>1); if (dist < minlight) { blocklights[t*smax + s] += 2*sin(dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[0]*3; greenblklights[t*smax + s] += 2*sin(M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[1]*3; blueblklights[t*smax + s] += 2*sin(2*M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[2]*3; } } } } else */ { bl = blocklights; for (t = 0 ; t td) dist = sd + (td>>1); else dist = td + (sd>>1); if (dist < minlight) { bl[0] += (rad - dist)*r; bl[1] += (rad - dist)*g; bl[2] += (rad - dist)*b; } bl += 3; } } } } } #endif static void Surf_BuildDeluxMap (msurface_t *surf, qbyte *dest) { int smax, tmax; int i, j, size; qbyte *lightmap; qbyte *deluxmap; unsigned scale; int maps; float intensity; vec_t *bnorm; vec3_t temp; int stride = LMBLOCK_WIDTH*lightmap_bytes; if (!dest) return; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; size = smax*tmax; lightmap = surf->samples; // set to full bright if no light data if (!currentmodel->deluxdata) { for (i=0 ; iorientation[2][0]; blocknormals[i][1] = 0.8;//surf->orientation[2][1]; blocknormals[i][2] = 1;//surf->orientation[2][2]; } goto store; } if (currentmodel->engineflags & MDLF_RGBLIGHTING) deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata; else deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata; // clear to no light for (i=0 ; iengineflags & MDLF_RGBLIGHTING) { deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata; for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; for (i=0 ; isamples - currentmodel->lightdata)*3 + currentmodel->deluxdata; for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; for (i=0 ; idlightframe == r_framecount) // GLR_AddDynamicLightNorms (surf); // bound, invert, and shift stride -= smax*lightmap_bytes; bnorm = blocknormals[0]; for (i=0 ; i> shift; g = *bl++ >> shift; b = *bl++ >> shift; if (stainsrc) // merge in stain { r = (127+r*(*stainsrc++)) >> 8; g = (127+g*(*stainsrc++)) >> 8; b = (127+b*(*stainsrc++)) >> 8; } // quake 2 method, scale highest down to // maintain hue m = max(max(r, g), b); if (m > 255) { r *= 255.0/m; g *= 255.0/m; b *= 255.0/m; } dest[0] = b; dest[1] = g; dest[2] = r; dest[3] = 255; dest += 4; } if (stainsrc) stainsrc += (LMBLOCK_WIDTH - smax)*3; } break; /* case bgra4: stride = LMBLOCK_WIDTH*4 - (smax<<2); bl = blocklights; for (i=0 ; i> shift; g = *bl++ >> shift; b = *bl++ >> shift; if (stainsrc) // merge in stain { r = (127+r*(*stainsrc++)) >> 8; g = (127+g*(*stainsrc++)) >> 8; b = (127+b*(*stainsrc++)) >> 8; } if (r > 255) dest[2] = 255; else if (r < 0) dest[2] = 0; else dest[2] = r; if (g > 255) dest[1] = 255; else if (g < 0) dest[1] = 0; else dest[1] = g; if (b > 255) dest[0] = 255; else if (b < 0) dest[0] = 0; else dest[0] = b; dest[3] = 255; dest += 4; } if (stainsrc) stainsrc += (LMBLOCK_WIDTH - smax)*3; } break; */ case rgb3_os: stride = LMBLOCK_WIDTH*3 - (smax*3); bl = blocklights; for (i=0 ; i> shift; g = *bl++ >> shift; b = *bl++ >> shift; if (stainsrc) // merge in stain { r = (127+r*(*stainsrc++)) >> 8; g = (127+g*(*stainsrc++)) >> 8; b = (127+b*(*stainsrc++)) >> 8; } // quake 2 method, scale highest down to // maintain hue m = max(max(r, g), b); if (m > 255) { r *= 255.0/m; g *= 255.0/m; b *= 255.0/m; } dest[0] = r; dest[1] = g; dest[2] = b; dest += 3; } if (stainsrc) stainsrc += (LMBLOCK_WIDTH - smax)*3; } break; case lum: stride = LMBLOCK_WIDTH; bl = blocklights; for (i=0 ; i>= shift; if (t > 255) t = 255; dest[j] = t; } } break; default: Sys_Error ("Bad lightmap format"); } } /* =============== R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ static void Surf_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift, int ambient) { int smax, tmax; int t; int i, j, size; qbyte *lightmap; unsigned scale; int maps; unsigned *bl; //int stride = LMBLOCK_WIDTH*lightmap_bytes; //warning: unused variable ‘stride’ shift += 7; // increase to base value surf->cached_dlight = (surf->dlightframe == r_framecount); smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; size = smax*tmax; lightmap = surf->samples; if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE) { //fixme: fill in? Con_Printf("Lightmap too large\n"); return; } if (currentmodel->deluxdata) Surf_BuildDeluxMap(surf, deluxdest); #ifdef PEXT_LIGHTSTYLECOL if (lightmap_bytes == 4 || lightmap_bytes == 3) { // set to full bright if no light data if (ambient < 0) { t = (-1-ambient)*255; for (i=0 ; icached_light[maps] = -1-ambient; surf->cached_colour[maps] = 0xff; } } else if (r_fullbright.value>0) //not qw { for (i=0 ; ilightdata) { /*fullbright if map is not lit*/ for (i=0 ; isamples) { /*no samples, but map is otherwise lit = pure black*/ for (i=0 ; icached_light[0] = 0; surf->cached_colour[0] = 0; } else { // clear to no light t = ambient; if (t == 0) memset(blocklights, 0, size*3*sizeof(*bl)); else { for (i=0 ; ifromgame == fg_quake3) //rgb { /*q3 lightmaps are meant to be pre-built this code is misguided, and ought never be executed anyway. */ bl = blocklights; for (i = 0; i < tmax; i++) { for (j = 0; j < smax; j++) { bl[0] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3]; bl[1] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1]; bl[2] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2]; bl+=3; } } } else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb { for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour; if (scale) { if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative. { bl = blocklights; for (i=0 ; istyles[maps]].colour & 1) for (i=0 ; istyles[maps]].colour & 2) for (i=0 ; istyles[maps]].colour & 4) for (i=0 ; istyles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour; if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative. { bl = blocklights; for (i=0 ; istyles[maps]].colour & 1) for (i=0, bl = blocklights; istyles[maps]].colour & 2) for (i=0, bl = blocklights+1; istyles[maps]].colour & 4) for (i=0, bl = blocklights+2; idlightframe == r_framecount) Surf_AddDynamicLightsColours (surf); if (!r_stains.value || !surf->stained) stainsrc = NULL; if (lightmap_bytes == 4) { if (lightmap_bgra) { Surf_StoreLightmap(dest, smax, tmax, shift, bgra4_os, stainsrc); } else { /*if (!r_stains.value || !surf->stained) Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, NULL); else Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, stainsrc); */ } } else if (lightmap_bytes == 3) { if (lightmap_bgra) { /* if (!r_stains.value || !surf->stained) Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, NULL); else Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, stainsrc); */ } else { Surf_StoreLightmap(dest, smax, tmax, shift, rgb3_os, stainsrc); } } } else #endif { // set to full bright if no light data if (!surf->samples || !currentmodel->lightdata) { for (i=0 ; icached_light[0] = d_lightstylevalue[0]; surf->cached_colour[0] = cl_lightstyle[0].colour; } else if (r_fullbright.ival) { for (i=0 ; iengineflags & MDLF_RGBLIGHTING) //rgb for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]/3; surf->cached_light[maps] = scale; // 8.8 fraction surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour; for (i=0 ; istyles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour; for (i=0 ; idlightframe == r_framecount) Surf_AddDynamicLights (surf); } Surf_StoreLightmap(dest, smax, tmax, shift, lum, stainsrc); } } /* ============================================================= BRUSH MODELS ============================================================= */ /* ================ R_RenderDynamicLightmaps Multitexture ================ */ void Surf_RenderDynamicLightmaps (msurface_t *fa) { qbyte *base, *luxbase; stmap *stainbase; int maps; glRect_t *theRect; int smax, tmax; lightmapinfo_t *lm, *dlm; //surfaces without lightmaps if (fa->lightmaptexturenums[0]<0) return; // check for lightmap modification if (!fa->samples) { if (fa->cached_light[0] != 0 || fa->cached_colour[0] != 0) goto dynamic; } else { for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ; maps++) if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps] || cl_lightstyle[fa->styles[maps]].colour != fa->cached_colour[maps]) goto dynamic; } if (fa->dlightframe == r_framecount // dynamic this frame || fa->cached_dlight) // dynamic previously { RSpeedLocals(); dynamic: RSpeedRemark(); lm = lightmap[fa->lightmaptexturenums[0]]; lm->modified = true; smax = (fa->extents[0]>>4)+1; tmax = (fa->extents[1]>>4)+1; theRect = &lm->rectchange; if (fa->light_t[0] < theRect->t) { if (theRect->h) theRect->h += theRect->t - fa->light_t[0]; theRect->t = fa->light_t[0]; } if (fa->light_s[0] < theRect->l) { if (theRect->w) theRect->w += theRect->l - fa->light_s[0]; theRect->l = fa->light_s[0]; } if ((theRect->w + theRect->l) < (fa->light_s[0] + smax)) theRect->w = (fa->light_s[0]-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax)) theRect->h = (fa->light_t[0]-theRect->t)+tmax; if (lm->hasdeluxe) { dlm = lightmap[fa->lightmaptexturenums[0]+1]; dlm->modified = true; theRect = &dlm->rectchange; if (fa->light_t[0] < theRect->t) { if (theRect->h) theRect->h += theRect->t - fa->light_t[0]; theRect->t = fa->light_t[0]; } if (fa->light_s[0] < theRect->l) { if (theRect->w) theRect->w += theRect->l - fa->light_s[0]; theRect->l = fa->light_s[0]; } if ((theRect->w + theRect->l) < (fa->light_s[0] + smax)) theRect->w = (fa->light_s[0]-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax)) theRect->h = (fa->light_t[0]-theRect->t)+tmax; luxbase = dlm->lightmaps; luxbase += fa->light_t[0] * dlm->width * lightmap_bytes + fa->light_s[0] * lightmap_bytes; } else luxbase = NULL; base = lm->lightmaps; base += fa->light_t[0] * lm->width * lightmap_bytes + fa->light_s[0] * lightmap_bytes; stainbase = lm->stainmaps; stainbase += (fa->light_t[0] * lm->width + fa->light_s[0]) * 3; Surf_BuildLightMap (fa, base, luxbase, stainbase, lightmap_shift, r_ambient.value*255); RSpeedEnd(RSPEED_DYNAMIC); } } void Surf_RenderAmbientLightmaps (msurface_t *fa, int ambient) { qbyte *base, *luxbase; stmap *stainbase; glRect_t *theRect; int smax, tmax; lightmapinfo_t *lm, *dlm; if (!fa->mesh) return; //surfaces without lightmaps if (fa->lightmaptexturenums[0]<0) return; if (fa->cached_light[0] != ambient || fa->cached_colour[0] != 0xff) goto dynamic; if (fa->dlightframe == r_framecount // dynamic this frame || fa->cached_dlight) // dynamic previously { RSpeedLocals(); dynamic: RSpeedRemark(); lm = lightmap[fa->lightmaptexturenums[0]]; lm->modified = true; smax = (fa->extents[0]>>4)+1; tmax = (fa->extents[1]>>4)+1; theRect = &lm->rectchange; if (fa->light_t[0] < theRect->t) { if (theRect->h) theRect->h += theRect->t - fa->light_t[0]; theRect->t = fa->light_t[0]; } if (fa->light_s[0] < theRect->l) { if (theRect->w) theRect->w += theRect->l - fa->light_s[0]; theRect->l = fa->light_s[0]; } if ((theRect->w + theRect->l) < (fa->light_s[0] + smax)) theRect->w = (fa->light_s[0]-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax)) theRect->h = (fa->light_t[0]-theRect->t)+tmax; if (lm->hasdeluxe) { dlm = lightmap[fa->lightmaptexturenums[0]+1]; lm->modified = true; theRect = &lm->rectchange; if (fa->light_t[0] < theRect->t) { if (theRect->h) theRect->h += theRect->t - fa->light_t[0]; theRect->t = fa->light_t[0]; } if (fa->light_s[0] < theRect->l) { if (theRect->w) theRect->w += theRect->l - fa->light_s[0]; theRect->l = fa->light_s[0]; } if ((theRect->w + theRect->l) < (fa->light_s[0] + smax)) theRect->w = (fa->light_s[0]-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax)) theRect->h = (fa->light_t[0]-theRect->t)+tmax; luxbase = dlm->lightmaps; luxbase += fa->light_t[0] * dlm->width * lightmap_bytes + fa->light_s[0] * lightmap_bytes; } else luxbase = NULL; base = lm->lightmaps; base += fa->light_t[0] * lm->width * lightmap_bytes + fa->light_s[0] * lightmap_bytes; stainbase = lm->stainmaps; stainbase += (fa->light_t[0] * lm->width + fa->light_s[0]) * 3; Surf_BuildLightMap (fa, base, luxbase, stainbase, lightmap_shift, -1-ambient); RSpeedEnd(RSPEED_DYNAMIC); } } /* ============================================================= WORLD MODEL ============================================================= */ #if 0 static qbyte *R_MarkLeafSurfaces_Q1 (void) { qbyte *vis; mleaf_t *leaf; int i, j; msurface_t *surf; int shift; vis = R_CalcVis_Q1(); for (i=0 ; inumleafs ; i++) { if (vis[i>>3] & (1<<(i&7))) { leaf = (mleaf_t *)&cl.worldmodel->leafs[i+1]; if (R_CullBox (leaf->minmaxs, leaf->minmaxs+3)) continue; leaf->visframe = r_visframecount; for (j = 0; j < leaf->nummarksurfaces; j++) { surf = leaf->firstmarksurface[j]; if (surf->visframe == r_visframecount) continue; surf->visframe = r_visframecount; *surf->mark = surf; } } } { texture_t *tex; shift = Surf_LightmapShift(cl.worldmodel); for (i = 0; i < cl.worldmodel->numtextures; i++) { tex = cl.worldmodel->textures[i]; if (!tex) continue; for (j = 0; j < tex->vbo.meshcount; j++) { surf = tex->vbo.meshlist[j]; if (surf) { Surf_RenderDynamicLightmaps (surf); tex->vbo.meshlist[j] = NULL; surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh; } } } } return vis; } #endif /* static qbyte *Surf_MaskVis(qbyte *src, qbyte *dest) { int i; if (cl.worldmodel->leafs[i].ma } */ qbyte *frustumvis; /* ================ R_RecursiveWorldNode ================ */ static void Surf_RecursiveWorldNode (mnode_t *node, unsigned int clipflags) { int c, side, clipped; mplane_t *plane, *clipplane; msurface_t *surf, **mark; mleaf_t *pleaf; double dot; start: if (node->contents == Q1CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; for (c = 0, clipplane = frustum; c < FRUSTUMPLANES; c++, clipplane++) { if (!(clipflags & (1 << c))) continue; // don't need to clip against it clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane); if (clipped == 2) return; else if (clipped == 1) clipflags -= (1<contents < 0) { pleaf = (mleaf_t *)node; c = pleaf - cl.worldmodel->leafs; frustumvis[c>>3] |= 1<<(c&7); mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark++)->visframe = r_framecount; } 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 Surf_RecursiveWorldNode (node->children[side], clipflags); // draw stuff c = node->numsurfaces; if (c) { surf = cl.worldmodel->surfaces + node->firstsurface; if (dot < 0 -BACKFACE_EPSILON) side = SURF_PLANEBACK; else if (dot > BACKFACE_EPSILON) side = 0; { for ( ; c ; c--, surf++) { if (surf->visframe != r_framecount) continue; if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))) continue; // wrong side Surf_RenderDynamicLightmaps (surf); surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh; } } } // recurse down the back side //GLR_RecursiveWorldNode (node->children[!side], clipflags); node = node->children[!side]; goto start; } static void Surf_OrthoRecursiveWorldNode (mnode_t *node, unsigned int clipflags) { //when rendering as ortho the front and back sides are technically equal. the only culling comes from frustum culling. int c, clipped; mplane_t *clipplane; msurface_t *surf, **mark; mleaf_t *pleaf; if (node->contents == Q1CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; for (c = 0, clipplane = frustum; c < 4; c++, clipplane++) { if (!(clipflags & (1 << c))) continue; // don't need to clip against it clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane); if (clipped == 2) return; else if (clipped == 1) clipflags -= (1<contents < 0) { pleaf = (mleaf_t *)node; mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark++)->visframe = r_framecount; } while (--c); } return; } // recurse down the children Surf_OrthoRecursiveWorldNode (node->children[0], clipflags); Surf_OrthoRecursiveWorldNode (node->children[1], clipflags); // draw stuff c = node->numsurfaces; if (c) { surf = cl.worldmodel->surfaces + node->firstsurface; for ( ; c ; c--, surf++) { if (surf->visframe != r_framecount) continue; Surf_RenderDynamicLightmaps (surf); surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh; } } return; } #ifdef Q2BSPS static void Surf_RecursiveQ2WorldNode (mnode_t *node) { int c, side; mplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; double dot; int sidebit; if (node->contents == Q2CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; if (R_CullBox (node->minmaxs, node->minmaxs+3)) return; // if a leaf node, draw stuff if (node->contents != -1) { pleaf = (mleaf_t *)node; // check for door connected areas // if (areabits) { if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) ) return; // not visible } mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark)->visframe = r_framecount; mark++; } 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; sidebit = 0; } else { side = 1; sidebit = SURF_PLANEBACK; } // recurse down the children, front side first Surf_RecursiveQ2WorldNode (node->children[side]); // draw stuff for ( c = node->numsurfaces, surf = currentmodel->surfaces + node->firstsurface; c ; c--, surf++) { if (surf->visframe != r_framecount) continue; if ( (surf->flags & SURF_PLANEBACK) != sidebit ) continue; // wrong side surf->visframe = r_framecount+1;//-1; Surf_RenderDynamicLightmaps (surf); surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh; } // recurse down the back side Surf_RecursiveQ2WorldNode (node->children[!side]); } #endif #ifdef Q3BSPS #if 0 static void Surf_LeafWorldNode (void) { int i; int clipflags; msurface_t **mark, *surf; mleaf_t *pleaf; int clipped; mplane_t *clipplane; for (pleaf = r_vischain; pleaf; pleaf = pleaf->vischain) { // check for door connected areas // if (areabits) { // if (!(areabits[pleaf->area>>3] & (1<<(pleaf->area&7)))) // { // continue; // not visible // } } clipflags = 15; // 1 | 2 | 4 | 8 // if (!r_nocull->value) { for (i=0,clipplane=frustum ; iminmaxs, pleaf->minmaxs+3, clipplane); if (clipped == 2) { break; } else if (clipped == 1) { clipflags &= ~(1<nummarksurfaces; mark = pleaf->firstmarksurface; do { surf = *mark++; if (surf->visframe != r_framecount) //sufraces exist in multiple leafs. { surf->visframe = r_framecount; if (surf->mark) *surf->mark = surf; } } while (--i); // c_world_leafs++; } { int j; texture_t *tex; for (i = 0; i < cl.worldmodel->numtextures; i++) { tex = cl.worldmodel->textures[i]; if (!tex) continue; for (j = 0; j < tex->vbo.meshcount; j++) { surf = tex->vbo.meshlist[j]; if (surf) { tex->vbo.meshlist[j] = NULL; surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh; } } } } } #endif static void Surf_RecursiveQ3WorldNode (mnode_t *node, unsigned int clipflags) { int c, side, clipped; mplane_t *plane, *clipplane; msurface_t *surf, **mark; mleaf_t *pleaf; double dot; start: if (node->visframe != r_visframecount) return; for (c = 0, clipplane = frustum; c < FRUSTUMPLANES; c++, clipplane++) { if (!(clipflags & (1 << c))) continue; // don't need to clip against it clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane); if (clipped == 2) return; else if (clipped == 1) clipflags -= (1<contents != -1) { pleaf = (mleaf_t *)node; if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) ) return; // not visible mark = pleaf->firstmarksurface; for (c = pleaf->nummarksurfaces; c; c--) { surf = *mark++; if (surf->visframe == r_framecount) continue; surf->visframe = r_framecount; // if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))) // continue; // wrong side surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh; } 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 Surf_RecursiveQ3WorldNode (node->children[side], clipflags); // q3 nodes contain no drawables // recurse down the back side //GLR_RecursiveWorldNode (node->children[!side], clipflags); node = node->children[!side]; goto start; } #endif static void Surf_CleanChains(void) { model_t *model = cl.worldmodel; batch_t *batch; int i; if (r_refdef.recurse) { for (i = 0; i < SHADER_SORT_COUNT; i++) for (batch = model->batches[i]; batch; batch = batch->next) { batch->meshes = batch->firstmesh; } } else { for (i = 0; i < SHADER_SORT_COUNT; i++) for (batch = model->batches[i]; batch; batch = batch->next) { batch->meshes = batch->firstmesh; } } } //most of this is a direct copy from gl void Surf_SetupFrame(void) { mleaf_t *leaf; vec3_t temp, pvsorg; R_AnimateLight(); r_framecount++; r_viewcontents = 0; if (r_refdef.flags & Q2RDF_NOWORLDMODEL) { } #ifdef Q2BSPS else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)) { static mleaf_t fakeleaf; mleaf_t *leaf; r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps. r_viewleaf->contents = Q1CONTENTS_EMPTY; r_viewleaf2 = NULL; r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; if (r_refdef.recurse) leaf = Mod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin); else leaf = Mod_PointInLeaf (cl.worldmodel, r_origin); r_viewcluster = r_viewcluster2 = leaf->cluster; r_viewcontents = leaf->contents & (FTECONTENTS_LAVA|FTECONTENTS_SLIME|FTECONTENTS_WATER); // check above and below so crossing solid water doesn't draw wrong if (!leaf->contents) { // look down a bit vec3_t temp; VectorCopy (r_origin, temp); temp[2] -= 16; leaf = Mod_PointInLeaf (cl.worldmodel, temp); if ( !(leaf->contents & Q2CONTENTS_SOLID) && (leaf->cluster != r_viewcluster2) ) r_viewcluster2 = leaf->cluster; } else { // look up a bit vec3_t temp; VectorCopy (r_origin, temp); temp[2] += 16; leaf = Mod_PointInLeaf (cl.worldmodel, temp); if ( !(leaf->contents & Q2CONTENTS_SOLID) && (leaf->cluster != r_viewcluster2) ) r_viewcluster2 = leaf->cluster; } } #endif else if (cl.worldmodel && cl.worldmodel->fromgame == fg_doom3) { r_viewleaf = NULL; r_viewleaf2 = NULL; } else { if (r_refdef.recurse) { VectorCopy(r_refdef.pvsorigin, pvsorg); } else { VectorCopy(r_origin, pvsorg); } r_viewleaf = Mod_PointInLeaf (cl.worldmodel, pvsorg); if (!r_viewleaf) { } else if (r_viewleaf->contents == Q1CONTENTS_EMPTY) { //look down a bit VectorCopy (pvsorg, temp); temp[2] -= 16; leaf = Mod_PointInLeaf (cl.worldmodel, temp); if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA) r_viewleaf2 = leaf; else r_viewleaf2 = NULL; } else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA) { //in water, look up a bit. VectorCopy (pvsorg, temp); temp[2] += 16; leaf = Mod_PointInLeaf (cl.worldmodel, temp); if (leaf->contents == Q1CONTENTS_EMPTY) r_viewleaf2 = leaf; else r_viewleaf2 = NULL; } else r_viewleaf2 = NULL; if (r_viewleaf) { switch(r_viewleaf->contents) { case Q1CONTENTS_WATER: r_viewcontents |= FTECONTENTS_WATER; break; case Q1CONTENTS_LAVA: r_viewcontents |= FTECONTENTS_LAVA; break; case Q1CONTENTS_SLIME: r_viewcontents |= FTECONTENTS_SLIME; break; case Q1CONTENTS_SKY: r_viewcontents |= FTECONTENTS_SKY; break; case Q1CONTENTS_SOLID: r_viewcontents |= FTECONTENTS_SOLID; break; } } } #ifdef TERRAIN if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL) && cl.worldmodel && cl.worldmodel->terrain) { r_viewcontents |= Heightmap_PointContents(cl.worldmodel, NULL, r_origin); } #endif /*pick up any extra water entities*/ { extern vec3_t player_maxs, player_mins; vec3_t t1,t2; VectorCopy(player_mins, t1); VectorCopy(player_maxs, t2); VectorClear(player_maxs); VectorClear(player_mins); r_viewcontents |= PM_ExtraBoxContents(r_origin); VectorCopy(t1, player_mins); VectorCopy(t2, player_maxs); } V_SetContentsColor (r_viewcontents); } /* static mesh_t *surfbatchmeshes[256]; static void Surf_BuildBrushBatch(batch_t *batch) { model_t *model = batch->ent->model; unsigned int i; batch->mesh = surfbatchmeshes; batch->meshes = batch->surf_count; for (i = 0; i < batch->surf_count; i++) { surfbatchmeshes[i] = model->surfaces[batch->surf_first + i].mesh; } } */ void Surf_GenBrushBatches(batch_t **batches, entity_t *ent) { int i; msurface_t *s; batch_t *ob; model_t *model; batch_t *b; unsigned int bef; model = ent->model; if (R_CullEntityBox (ent, model->mins, model->maxs)) return; #ifdef RTLIGHTS if (BE_LightCullModel(ent->origin, model)) return; #endif // calculate dynamic lighting for bmodel if it's not an // instanced model if (model->fromgame != fg_quake3 && model->fromgame != fg_doom3) { int k; currententity = ent; currentmodel = ent->model; if (model->nummodelsurfaces != 0 && r_dynamic.ival) { for (k=rtlights_first; kfuncs.MarkLights (&cl_dlights[k], 1<nodes + model->hulls[0].firstclipnode); } } Surf_LightmapShift(model); if ((ent->drawflags & MLS_MASKIN) == MLS_ABSLIGHT) { //update lightmaps. for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) Surf_RenderAmbientLightmaps (s, ent->abslight); } else if (ent->drawflags & DRF_TRANSLUCENT) { //update lightmaps. for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) Surf_RenderAmbientLightmaps (s, 255); } else { //update lightmaps. for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) Surf_RenderDynamicLightmaps (s); } currententity = NULL; } bef = BEF_PUSHDEPTH; if (ent->flags & Q2RF_ADDITIVE) bef |= BEF_FORCEADDITIVE; else if (ent->drawflags & DRF_TRANSLUCENT && r_wateralpha.value != 1) { bef |= BEF_FORCETRANSPARENT; ent->shaderRGBAf[3] = r_wateralpha.value; } else if (ent->flags & Q2RF_TRANSLUCENT && cls.protocol != CP_QUAKE3) bef |= BEF_FORCETRANSPARENT; if (ent->flags & RF_NODEPTHTEST) bef |= BEF_FORCENODEPTH; if (ent->flags & RF_NOSHADOW) bef |= BEF_NOSHADOWS; for (i = 0; i < SHADER_SORT_COUNT; i++) for (ob = model->batches[i]; ob; ob = ob->next) { b = BE_GetTempBatch(); if (!b) continue; *b = *ob; if (b->texture) b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader; b->meshes = b->maxmeshes; b->ent = ent; b->flags = bef; if (bef & BEF_FORCEADDITIVE) { b->next = batches[SHADER_SORT_ADDITIVE]; batches[SHADER_SORT_ADDITIVE] = b; } else if (bef & BEF_FORCETRANSPARENT) { b->next = batches[SHADER_SORT_BLEND]; batches[SHADER_SORT_BLEND] = b; } else { b->next = batches[b->shader->sort]; batches[b->shader->sort] = b; } } } /* ============= R_DrawWorld ============= */ void Surf_DrawWorld (void) { //surfvis vs entvis - the key difference is that surfvis is surfaces while entvis is volume. though surfvis should be frustum culled also for lighting. entvis doesn't care. qbyte *surfvis, *entvis; qbyte frustumvis_[MAX_MAP_LEAFS/8]; RSpeedLocals(); if (r_refdef.flags & Q2RDF_NOWORLDMODEL) { r_refdef.flags |= Q2RDF_NOWORLDMODEL; BE_DrawWorld(false, NULL); return; } if (!cl.worldmodel || cl.worldmodel->needload) { /*Don't act as a wallhack*/ return; } Surf_SetupFrame(); currentmodel = cl.worldmodel; currententity = &r_worldentity; { RSpeedRemark(); Surf_LightmapShift(cl.worldmodel); #ifdef Q2BSPS if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3) { int leafnum; int clientarea; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) //we can get server sent info { memcpy(areabits, cl.q2frame.areabits, sizeof(areabits)); } else #endif { //generate the info each frame. leafnum = CM_PointLeafnum (cl.worldmodel, r_refdef.vieworg); clientarea = CM_LeafArea (cl.worldmodel, leafnum); CM_WriteAreaBits(cl.worldmodel, areabits, clientarea); } #ifdef Q3BSPS if (currententity->model->fromgame == fg_quake3) { entvis = surfvis = R_MarkLeaves_Q3 (); Surf_RecursiveQ3WorldNode (cl.worldmodel->nodes, (1<nodes); } } else #endif #ifdef MAP_PROC if (cl.worldmodel->fromgame == fg_doom3) { entvis = surfvis = D3_CalcVis(cl.worldmodel, r_origin); } else #endif #ifdef MAP_DOOM if (currentmodel->fromgame == fg_doom) { entvis = surfvis = NULL; GLR_DoomWorld(); } else #endif #ifdef TERRAIN if (currentmodel->type == mod_heightmap) { entvis = surfvis = NULL; } else #endif { //extern cvar_t temp1; // if (0)//temp1.value) // entvis = surfvis = R_MarkLeafSurfaces_Q1(); // else { entvis = R_MarkLeaves_Q1 (); if (!(r_novis.ival & 2)) VectorCopy (r_origin, modelorg); frustumvis = frustumvis_; memset(frustumvis, 0, (cl.worldmodel->numleafs + 7)>>3); if (r_refdef.useperspective) Surf_RecursiveWorldNode (cl.worldmodel->nodes, 0x1f); else Surf_OrthoRecursiveWorldNode (cl.worldmodel->nodes, 0x1f); surfvis = frustumvis; } } if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL)) { CL_LinkStaticEntities(entvis); TRACE(("dbg: calling R_DrawParticles\n")); if (!r_refdef.recurse) P_DrawParticles (); } RSpeedEnd(RSPEED_WORLDNODE); TRACE(("dbg: calling BE_DrawWorld\n")); BE_DrawWorld(true, surfvis); /*FIXME: move this away*/ if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife) Surf_LessenStains(); Surf_CleanChains(); } } unsigned int Surf_CalcMemSize(msurface_t *surf) { if (surf->mesh) return 0; if (!surf->numedges) return 0; //figure out how much space this surface needs return sizeof(mesh_t) + sizeof(index_t)*(surf->numedges-2)*3 + (sizeof(vecV_t)+sizeof(vec2_t)*2+sizeof(vec3_t)*3+sizeof(vec4_t))*surf->numedges; } void Surf_DeInit(void) { int i; for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) break; if (!lightmap[i]->external) { R_DestroyTexture(lightmap[i]->lightmap_texture); } BZ_Free(lightmap[i]); lightmap[i] = NULL; } if (lightmap) BZ_Free(lightmap); lightmap=NULL; numlightmaps=0; Alias_Shutdown(); } void Surf_Clear(model_t *mod) { vbo_t *vbo; if (mod->fromgame == fg_doom3) return;/*they're on the hunk*/ while(mod->vbos) { vbo = mod->vbos; mod->vbos = vbo->next; BE_ClearVBO(vbo); } BZ_Free(mod->shadowbatches); mod->numshadowbatches = 0; mod->shadowbatches = NULL; #ifdef RTLIGHTS Sh_PurgeShadowMeshes(); #endif } //pick fastest mode for lightmap data void Surf_LightmapMode(void) { lightmap_bgra = true; switch(qrenderer) { case QR_SOFTWARE: lightmap_bytes = 4; lightmap_bgra = true; break; #ifdef D3DQUAKE case QR_DIRECT3D9: case QR_DIRECT3D11: /*always bgra, hope your card supports it*/ lightmap_bytes = 4; lightmap_bgra = true; break; #endif case QR_OPENGL: #ifdef GLQUAKE /*favour bgra if the gpu supports it, otherwise use rgb only if it'll be used*/ lightmap_bgra = false; if (gl_config.gles) { lightmap_bytes = 3; lightmap_bgra = false; } else if (gl_config.glversion >= 1.2) { /*the more common case*/ lightmap_bytes = 4; lightmap_bgra = true; } else if (cl.worldmodel->fromgame == fg_quake3 || (cl.worldmodel->engineflags & MDLF_RGBLIGHTING) || cl.worldmodel->deluxdata || r_loadlits.value) { lightmap_bgra = false; lightmap_bytes = 3; } else lightmap_bytes = 1; break; #endif default: break; } } //needs to be followed by a BE_UploadAllLightmaps at some point int Surf_NewLightmaps(int count, int width, int height, qboolean deluxe) { int first = numlightmaps; int i; if (!count) return -1; if (deluxe && (count & 1)) { deluxe = false; Con_Print("WARNING: Deluxemapping with odd number of lightmaps\n"); } i = numlightmaps + count; lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(i)); while(i > first) { i--; if (deluxe && ((i - numlightmaps)&1)) { lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*8)*width*height); lightmap[i]->width = width; lightmap[i]->height = height; lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1); lightmap[i]->stainmaps = NULL; lightmap[i]->hasdeluxe = false; } else { lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*8 + sizeof(stmap)*3)*width*height); lightmap[i]->width = width; lightmap[i]->height = height; lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1); lightmap[i]->stainmaps = (stmap*)(lightmap[i]->lightmaps+4*width*height); lightmap[i]->hasdeluxe = deluxe; } lightmap[i]->rectchange.l = 0; lightmap[i]->rectchange.t = 0; lightmap[i]->rectchange.h = LMBLOCK_WIDTH; lightmap[i]->rectchange.w = LMBLOCK_WIDTH; lightmap[i]->lightmap_texture = r_nulltex; lightmap[i]->modified = true; // lightmap[i]->shader = NULL; lightmap[i]->external = false; // reset stainmap since it now starts at 255 if (lightmap[i]->stainmaps) memset(lightmap[i]->stainmaps, 255, width*height*3*sizeof(stmap)); } numlightmaps += count; return first; } int Surf_NewExternalLightmaps(int count, char *filepattern, qboolean deluxe) { int first = numlightmaps; int i; char nname[MAX_QPATH]; if (!count) return -1; i = numlightmaps + count; lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(i)); while(i > first) { i--; lightmap[i] = Z_Malloc(sizeof(*lightmap[i])); lightmap[i]->width = 0; lightmap[i]->height = 0; lightmap[i]->lightmaps = NULL; lightmap[i]->stainmaps = NULL; lightmap[i]->modified = false; lightmap[i]->external = true; lightmap[i]->hasdeluxe = (deluxe && ((i - numlightmaps)&1)); Q_snprintfz(nname, sizeof(nname), filepattern, i - numlightmaps); TEXASSIGN(lightmap[i]->lightmap_texture, R_LoadHiResTexture(nname, NULL, 0)); lightmap[i]->width = image_width; lightmap[i]->height = image_height; } numlightmaps += count; return first; } void Surf_BuildModelLightmaps (model_t *m) { int i, t; int shift; msurface_t *surf; batch_t *batch; int sortid; int ptype; int newfirst; if (!lightmap_bytes) return; #ifdef TERRAIN if (m->terrain) Terr_PurgeTerrainModel(m, true, false); #endif if (m->type != mod_brush) return; if (!m->lightmaps.count) return; if (m->needload) return; currentmodel = m; shift = Surf_LightmapShift(currentmodel); if (*m->name == '*' && m->fromgame == fg_quake3) //FIXME: should be all bsp formats newfirst = cl.model_precache[1]->lightmaps.first; else { if (!m->lightdata && m->lightmaps.count && m->fromgame == fg_quake3) { char pattern[MAX_QPATH]; COM_StripAllExtensions(m->name, pattern, sizeof(pattern)); Q_strncatz(pattern, "/lm_%04u.tga", sizeof(pattern)); newfirst = Surf_NewExternalLightmaps(m->lightmaps.count, pattern, m->lightmaps.deluxemapping); } else newfirst = Surf_NewLightmaps(m->lightmaps.count, m->lightmaps.width, m->lightmaps.height, m->lightmaps.deluxemapping); } //fixup batch lightmaps for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++) for (batch = m->batches[sortid]; batch != NULL; batch = batch->next) { for (i = 0; i < MAXLIGHTMAPS; i++) { if (batch->lightmap[i] < 0) continue; batch->lightmap[i] = batch->lightmap[i] - m->lightmaps.first + newfirst; } } /*particle emision based upon texture. this is lazy code*/ if (m == cl.worldmodel) { for (t = m->numtextures-1; t >= 0; t--) { char *pn = va("tex_%s", m->textures[t]->name); char *h = strchr(pn, '#'); if (h) *h = 0; ptype = P_FindParticleType(pn); if (ptype != P_INVALID) { for (i=0; inummodelsurfaces; i++) { surf = m->surfaces + i + m->firstmodelsurface; if (surf->texinfo->texture == m->textures[t]) P_EmitSkyEffectTris(m, surf, ptype); } } } } if (m->fromgame == fg_quake3) { int j; unsigned char *src; unsigned char *dst; for (i = 0; i < m->lightmaps.count; i++) { if (lightmap[newfirst+i]->external) continue; dst = lightmap[newfirst+i]->lightmaps; src = m->lightdata + i*m->lightmaps.width*m->lightmaps.height*3; if (lightmap_bytes == 4 && m->lightdata) { if (lightmap_bgra) { for (j = 0; j < m->lightmaps.width*m->lightmaps.height; j++, dst += 4, src += 3) { dst[0] = src[2]; dst[1] = src[1]; dst[2] = src[0]; dst[3] = 255; } } else { for (j = 0; j < m->lightmaps.width*m->lightmaps.height; j++, dst += 4, src += 3) { dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2]; dst[3] = 255; } } } } } else { int j; lightmapinfo_t *lm, *dlm; qbyte *deluxemap; //fixup surface lightmaps, and paint for (i=0; inummodelsurfaces; i++) { surf = m->surfaces + i + m->firstmodelsurface; for (j = 0; j < 4; j++) { if (surf->lightmaptexturenums[j] < m->lightmaps.first) { surf->lightmaptexturenums[j] = -1; continue; } surf->lightmaptexturenums[j] = surf->lightmaptexturenums[0] - m->lightmaps.first + newfirst; lm = lightmap[surf->lightmaptexturenums[j]]; if (lm->hasdeluxe) { dlm = lightmap[surf->lightmaptexturenums[j]+1]; deluxemap = dlm->lightmaps + (surf->light_t[j] * dlm->width + surf->light_s[j]) * lightmap_bytes; } else deluxemap = NULL; Surf_BuildLightMap (surf, lm->lightmaps + (surf->light_t[j] * lm->width + surf->light_s[j]) * lightmap_bytes, deluxemap, lm->stainmaps + (surf->light_t[j] * lm->width + surf->light_s[j]) * 3, shift, r_ambient.value*255); } } } m->lightmaps.first = newfirst; } void Surf_ClearLightmaps(void) { lightmap_bytes = 0; } /* ================== GL_BuildLightmaps Builds the lightmap texture with all the surfaces from all brush models Groups surfaces into their respective batches (based on the lightmap number). ================== */ void Surf_BuildLightmaps (void) { int i, j; model_t *m; r_framecount = 1; // no dlightcache for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) break; BZ_Free(lightmap[i]); lightmap[i] = NULL; } Surf_LightmapMode(); r_oldviewleaf = NULL; r_oldviewleaf2 = NULL; r_oldviewcluster = -1; r_oldviewcluster2 = -1; numlightmaps = 0; if (cl.worldmodel->fromgame == fg_doom) return; //no lightmaps. for (j=1 ; j