/* 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 extern cvar_t r_ambient; extern cvar_t gl_bump; 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; texid_t *lightmap_textures; texid_t *deluxmap_textures; #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; 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; int Surf_LightmapShift (model_t *model) { extern cvar_t gl_overbright_all, gl_lightmap_shift; if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT)) return bound(0, gl_lightmap_shift.ival, 2); return 0; } //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; 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->lightmaptexturenum < 0) return; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; stainbase = lightmap[surf->lightmaptexturenum]->stainmaps; stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 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*LMBLOCK_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, sizeof(lightmap[i]->stainmaps)); } } void Surf_LessenStains(void) { int i; msurface_t *surf; int smax, tmax; int s, t; stmap *stain; int stride; int ammount; int limit; static float time; extern cvar_t gl_lightmap_shift; if (gl_lightmap_shift.modified) { gl_lightmap_shift.modified = 0; for (i=0, surf = cl.worldmodel->surfaces; inumsurfaces ; i++, surf++) surf->cached_dlight=-1;//force it } 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) { surf->cached_dlight=-1;//nice hack here... smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; stain = lightmap[surf->lightmaptexturenum]->stainmaps; stain += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3; stride = (LMBLOCK_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]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55); 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++; } } } } 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]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55); 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]*3*256; g = cl_dlights[lnum].color[1]*3*256; b = cl_dlights[lnum].color[2]*3*256; /* 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*3; 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*3; 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; } cr = 0; cg = 0; cb = 0; if (r > 255) //ak too much red { cr -= (255-r)/2; cg += (255-r)/4; //reduce it, and indicate to drop the others too. cb += (255-r)/4; r = 255; } if (g > 255) { cr += (255-g)/4; cg -= (255-g)/2; cb += (255-g)/4; g = 255; } if (b > 255) { cr += (255-b)/4; cg += (255-b)/4; cb -= (255-b)/2; b = 255; } r+=cr; if (r > 255) dest[2] = 255; else if (r < 0) dest[2] = 0; else dest[2] = r; g+=cg; if (g > 255) dest[1] = 255; else if (g < 0) dest[1] = 0; else dest[1] = g; b+=cb; 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 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; } cr = 0; cg = 0; cb = 0; if (r > 255) //ak too much red { cr -= (255-r)/2; cg += (255-r)/4; //reduce it, and indicate to drop the others too. cb += (255-r)/4; r = 255; } if (g > 255) { cr += (255-g)/4; cg -= (255-g)/2; cb += (255-g)/4; g = 255; } if (b > 255) { cr += (255-b)/4; cg += (255-b)/4; cb -= (255-b)/2; b = 255; } r+=cr; if (r > 255) dest[0] = 255; else if (r < 0) dest[0] = 0; else dest[0] = (r+cr); g+=cg; if (g > 255) dest[1] = 255; else if (g < 0) dest[1] = 0; else dest[1] = g; b+=cb; if (b > 255) dest[2] = 255; else if (b < 0) dest[2] = 0; else 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; extern cvar_t gl_lightmap_shift; int stride = LMBLOCK_WIDTH*lightmap_bytes; 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 (lightmap_bytes == 4) { if (lightmap_bgra) { if (!r_stains.value || !surf->stained) Surf_StoreLightmap(dest, smax, tmax, shift, bgra4_os, NULL); else 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 { if (!r_stains.value || !surf->stained) Surf_StoreLightmap(dest, smax, tmax, shift, rgb3_os, NULL); 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); } if (!r_stains.value || !surf->stained) Surf_StoreLightmap(dest, smax, tmax, shift, lum, NULL); else Surf_StoreLightmap(dest, smax, tmax, shift, lum, stainsrc); } } /* ============================================================= BRUSH MODELS ============================================================= */ /* ================ R_RenderDynamicLightmaps Multitexture ================ */ void Surf_RenderDynamicLightmaps (msurface_t *fa, int shift) { qbyte *base, *luxbase; stmap *stainbase; int maps; glRect_t *theRect; int smax, tmax; if (!fa->mesh) return; //surfaces without lightmaps if (fa->lightmaptexturenum<0) return; //surfaces with lightmaps that do not animate, supposedly if (fa->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP)) 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(); lightmap[fa->lightmaptexturenum]->modified = true; smax = (fa->extents[0]>>4)+1; tmax = (fa->extents[1]>>4)+1; theRect = &lightmap[fa->lightmaptexturenum]->rectchange; if (fa->light_t < theRect->t) { if (theRect->h) theRect->h += theRect->t - fa->light_t; theRect->t = fa->light_t; } if (fa->light_s < theRect->l) { if (theRect->w) theRect->w += theRect->l - fa->light_s; theRect->l = fa->light_s; } if ((theRect->w + theRect->l) < (fa->light_s + smax)) theRect->w = (fa->light_s-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t + tmax)) theRect->h = (fa->light_t-theRect->t)+tmax; if (gl_bump.ival) { lightmap[fa->lightmaptexturenum]->deluxmodified = true; theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange; if (fa->light_t < theRect->t) { if (theRect->h) theRect->h += theRect->t - fa->light_t; theRect->t = fa->light_t; } if (fa->light_s < theRect->l) { if (theRect->w) theRect->w += theRect->l - fa->light_s; theRect->l = fa->light_s; } if ((theRect->w + theRect->l) < (fa->light_s + smax)) theRect->w = (fa->light_s-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t + tmax)) theRect->h = (fa->light_t-theRect->t)+tmax; luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps; luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3; } else luxbase = NULL; base = lightmap[fa->lightmaptexturenum]->lightmaps; base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes; stainbase = lightmap[fa->lightmaptexturenum]->stainmaps; stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3; Surf_BuildLightMap (fa, base, luxbase, stainbase, shift, r_ambient.value*255); RSpeedEnd(RSPEED_DYNAMIC); } } void Surf_RenderAmbientLightmaps (msurface_t *fa, int shift, int ambient) { qbyte *base, *luxbase; stmap *stainbase; glRect_t *theRect; int smax, tmax; if (!fa->mesh) return; //surfaces without lightmaps if (fa->lightmaptexturenum<0) return; //surfaces with lightmaps that do not animate, supposedly if (fa->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP)) 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(); lightmap[fa->lightmaptexturenum]->modified = true; smax = (fa->extents[0]>>4)+1; tmax = (fa->extents[1]>>4)+1; theRect = &lightmap[fa->lightmaptexturenum]->rectchange; if (fa->light_t < theRect->t) { if (theRect->h) theRect->h += theRect->t - fa->light_t; theRect->t = fa->light_t; } if (fa->light_s < theRect->l) { if (theRect->w) theRect->w += theRect->l - fa->light_s; theRect->l = fa->light_s; } if ((theRect->w + theRect->l) < (fa->light_s + smax)) theRect->w = (fa->light_s-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t + tmax)) theRect->h = (fa->light_t-theRect->t)+tmax; if (gl_bump.ival) { lightmap[fa->lightmaptexturenum]->deluxmodified = true; theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange; if (fa->light_t < theRect->t) { if (theRect->h) theRect->h += theRect->t - fa->light_t; theRect->t = fa->light_t; } if (fa->light_s < theRect->l) { if (theRect->w) theRect->w += theRect->l - fa->light_s; theRect->l = fa->light_s; } if ((theRect->w + theRect->l) < (fa->light_s + smax)) theRect->w = (fa->light_s-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t + tmax)) theRect->h = (fa->light_t-theRect->t)+tmax; luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps; luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3; } else luxbase = NULL; base = lightmap[fa->lightmaptexturenum]->lightmaps; base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes; stainbase = lightmap[fa->lightmaptexturenum]->stainmaps; stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3; Surf_BuildLightMap (fa, base, luxbase, stainbase, shift, -1-ambient); RSpeedEnd(RSPEED_DYNAMIC); } } /* ============================================================= WORLD MODEL ============================================================= */ 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, shift); tex->vbo.meshlist[j] = NULL; surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh; } } } } return vis; } /* ================ 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; int shift; start: 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; } // 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; shift = Surf_LightmapShift(cl.worldmodel); 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, shift); 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; } #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 shift; 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]); shift = Surf_LightmapShift(currentmodel); // 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, shift); surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh; } // recurse down the back side Surf_RecursiveQ2WorldNode (node->children[!side]); } #endif #ifdef Q3BSPS 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 ; i<4 ; i++,clipplane++) { clipped = BoxOnPlaneSide (pleaf->minmaxs, 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_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; R_AnimateLight(); r_framecount++; 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 = RMod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin); else leaf = RMod_PointInLeaf (cl.worldmodel, r_origin); r_viewcluster = r_viewcluster2 = leaf->cluster; // 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 = RMod_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 = RMod_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 { r_oldviewleaf = r_viewleaf; r_oldviewleaf2 = r_viewleaf2; if (r_refdef.recurse) r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin); else r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_origin); if (!r_viewleaf) { } else if (r_viewleaf->contents == Q1CONTENTS_EMPTY) { //look down a bit VectorCopy (r_origin, temp); temp[2] -= 16; leaf = RMod_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 (r_origin, temp); temp[2] += 16; leaf = RMod_PointInLeaf (cl.worldmodel, temp); if (leaf->contents == Q1CONTENTS_EMPTY) r_viewleaf2 = leaf; else r_viewleaf2 = NULL; } else r_viewleaf2 = NULL; if (r_viewleaf) V_SetContentsColor (r_viewleaf->contents); } } 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; 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; int shift; 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); } } shift = 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, shift, 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, shift, 255); } else { //update lightmaps. for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) Surf_RenderDynamicLightmaps (s, shift); } 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->shaderRGBAf[3] < 1 && cls.protocol != CP_QUAKE3) bef |= BEF_FORCETRANSPARENT; if (ent->flags & RF_NODEPTHTEST) bef |= BEF_FORCENODEPTH; if (!model->surfaces && model->batches) { for (i = 0; i < model->numsurfaces; i++) { b = BE_GetTempBatch(); if (!b) continue; *b = model->batches[0][i]; b->mesh = (mesh_t**)&model->batches[0][i].mesh; b->ent = ent; 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; } } return; } b = NULL; for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) { if (!b || b->lightmap != s->lightmaptexturenum || b->texture != s->texinfo->texture || b->surf_count >= sizeof(surfbatchmeshes)/sizeof(surfbatchmeshes[0])) { b = BE_GetTempBatch(); if (!b) break; b->buildmeshes = NULL; b->ent = ent; b->texture = s->texinfo->texture; b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader; b->skin = &b->shader->defaulttextures; 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; } b->surf_first = s - model->surfaces; b->surf_count = 0; b->buildmeshes = Surf_BuildBrushBatch; b->meshes = 0; b->firstmesh = 0; b->lightmap = s->lightmaptexturenum; b->mesh = NULL; b->vbo = NULL; } b->surf_count++; b->meshes++; } } /* ============= R_DrawWorld ============= */ void Surf_DrawWorld (void) { qbyte *vis; RSpeedLocals(); if (r_refdef.flags & Q2RDF_NOWORLDMODEL) { r_refdef.flags |= Q2RDF_NOWORLDMODEL; BE_DrawWorld(NULL); return; } if (!cl.worldmodel || cl.worldmodel->needload) { /*Don't act as a wallhack*/ return; } Surf_SetupFrame(); currentmodel = cl.worldmodel; currententity = &r_worldentity; #ifdef MAP_DOOM if (currentmodel->fromgame = fg_doom) GLR_DoomWorld(); else #endif #ifdef TERRAIN if (currentmodel->type == mod_heightmap) GL_DrawHeightmapModel(currententity); else #endif { RSpeedRemark(); #ifdef Q2BSPS if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3) { int leafnum; int clientarea; #ifdef QUAKE2 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) { vis = R_MarkLeaves_Q3 (); Surf_LeafWorldNode (); } else #endif { vis = R_MarkLeaves_Q2 (); VectorCopy (r_refdef.vieworg, modelorg); Surf_RecursiveQ2WorldNode (cl.worldmodel->nodes); } } else #endif if (cl.worldmodel->fromgame == fg_doom3) { vis = D3_CalcVis(cl.worldmodel, r_refdef.vieworg); } else { //extern cvar_t temp1; if (0)//temp1.value) vis = R_MarkLeafSurfaces_Q1(); else { vis = R_MarkLeaves_Q1 (); VectorCopy (r_refdef.vieworg, modelorg); Surf_RecursiveWorldNode (cl.worldmodel->nodes, 0xf); } } CL_LinkStaticEntities(vis); RSpeedEnd(RSPEED_WORLDNODE); TRACE(("dbg: calling BE_DrawWorld\n")); BE_DrawWorld(vis); /*FIXME: move this away*/ if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife) Surf_LessenStains(); Surf_CleanChains(); } } /* ============================================================================= LIGHTMAP ALLOCATION ============================================================================= */ // returns a texture number and the position inside it static int Surf_LM_AllocBlock (int w, int h, int *x, int *y, shader_t *shader) { int i, j; int best, best2; int texnum; for (texnum=0 ; ; texnum++) { if (texnum == numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here. { lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4)); lightmap[numlightmaps+0] = NULL; lightmap[numlightmaps+1] = NULL; lightmap[numlightmaps+2] = NULL; lightmap[numlightmaps+3] = NULL; lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4)); lightmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); lightmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); lightmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); lightmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4)); deluxmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); deluxmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); deluxmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); deluxmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); numlightmaps+=4; } if (!lightmap[texnum]) { lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum])); lightmap[texnum]->meshchain = NULL; lightmap[texnum]->modified = true; lightmap[texnum]->shader = shader; // reset stainmap since it now starts at 255 memset(lightmap[texnum]->stainmaps, 255, sizeof(lightmap[texnum]->stainmaps)); //clear out the deluxmaps incase there is none on the map. for (j = 0; j < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3; j+=3) { lightmap[texnum]->deluxmaps[j+0] = 128; lightmap[texnum]->deluxmaps[j+1] = 128; lightmap[texnum]->deluxmaps[j+2] = 255; } } /*not required, but using one lightmap per texture can result in better texture unit switching*/ if (lightmap[texnum]->shader != shader) continue; best = LMBLOCK_HEIGHT; for (i=0 ; iallocated[i+j] >= best) break; if (lightmap[texnum]->allocated[i+j] > best2) best2 = lightmap[texnum]->allocated[i+j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > LMBLOCK_HEIGHT) continue; for (i=0 ; iallocated[*x + i] = best + h; return texnum; } Sys_Error ("AllocBlock: full"); return 0; } //quake3 maps have their lightmaps in gl style already. //rather than forgetting that and redoing it, let's just keep the data. static int Surf_LM_FillBlock (int texnum, int w, int h, int x, int y) { int i, l; while (texnum >= numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here. { lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4)); lightmap[numlightmaps+0] = NULL; lightmap[numlightmaps+1] = NULL; lightmap[numlightmaps+2] = NULL; lightmap[numlightmaps+3] = NULL; lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4)); lightmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); lightmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); lightmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); lightmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4)); deluxmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); deluxmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); deluxmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); deluxmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT); numlightmaps+=4; } for (i = texnum; i >= 0; i--) { if (!lightmap[i]) { lightmap[i] = BZ_Malloc(sizeof(*lightmap[i])); lightmap[i]->meshchain = NULL; lightmap[i]->modified = true; for (l=0 ; lallocated[l] = LMBLOCK_HEIGHT; } lightmap[i]->rectchange.l = 0; lightmap[i]->rectchange.t = 0; lightmap[i]->rectchange.w = LMBLOCK_WIDTH; lightmap[i]->rectchange.h = LMBLOCK_HEIGHT; //clear out the deluxmaps incase there is none on the map. for (l = 0; l < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3; l+=3) { lightmap[i]->deluxmaps[l+0] = 0; lightmap[i]->deluxmaps[l+1] = 0; lightmap[i]->deluxmaps[l+2] = 255; } if (cl.worldmodel->lightdata) { memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3); } else { char basename[MAX_QPATH]; //maybe someone screwed with my lightmap... memset(lightmap[i]->lightmaps, 255, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3); COM_StripExtension(cl.worldmodel->name, basename, sizeof(basename)); lightmap_textures[i] = R_LoadHiResTexture(va("%s/lm_%04i", basename, i), NULL, IF_NOALPHA|IF_NOGAMMA); lightmap[i]->modified = false; } } else break; } return texnum; } /* ================ BuildSurfaceDisplayList FIXME: this is probably misplaced lightmaps are already built by the time this is called ================ */ void Surf_BuildSurfaceDisplayList (model_t *model, msurface_t *fa) { int i, lindex, lnumverts; medge_t *pedges, *r_pedge; int vertpage; float *vec; float s, t; int lm; // reconstruct the polygon pedges = model->edges; lnumverts = fa->numedges; vertpage = 0; if (!lnumverts) { fa->mesh = &nullmesh; return; } { //build a nice mesh instead of a poly. int size = sizeof(mesh_t) + sizeof(index_t)*(lnumverts-2)*3 + (sizeof(vecV_t) + 3*sizeof(vec3_t) + 2*sizeof(vec2_t) + sizeof(vec4_t))*lnumverts; mesh_t *mesh; fa->mesh = mesh = Hunk_Alloc(size); mesh->xyz_array = (vecV_t*)(mesh + 1); mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts); mesh->snormals_array = (vec3_t*)(mesh->normals_array + lnumverts); mesh->tnormals_array = (vec3_t*)(mesh->snormals_array + lnumverts); mesh->st_array = (vec2_t*)(mesh->tnormals_array + lnumverts); mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts); mesh->colors4f_array = (vec4_t*)(mesh->lmst_array + lnumverts); mesh->indexes = (index_t*)(mesh->colors4f_array + lnumverts); mesh->numindexes = (lnumverts-2)*3; mesh->numvertexes = lnumverts; mesh->istrifan = true; for (i=0 ; iindexes[i*3] = 0; mesh->indexes[i*3+1] = i+1; mesh->indexes[i*3+2] = i+2; } for (i=0 ; isurfedges[fa->firstedge + i]; if (lindex > 0) { r_pedge = &pedges[lindex]; vec = model->vertexes[r_pedge->v[0]].position; } else { r_pedge = &pedges[-lindex]; vec = model->vertexes[r_pedge->v[1]].position; } s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; VectorCopy (vec, mesh->xyz_array[i]); mesh->st_array[i][0] = s/fa->texinfo->texture->width; mesh->st_array[i][1] = t/fa->texinfo->texture->height; s -= fa->texturemins[0]; lm = s*fa->light_t; s += fa->light_s*16; s += 8; s /= LMBLOCK_WIDTH*16; t -= fa->texturemins[1]; lm += t; t += fa->light_t*16; t += 8; t /= LMBLOCK_HEIGHT*16; mesh->lmst_array[i][0] = s; mesh->lmst_array[i][1] = t; if (fa->flags & SURF_PLANEBACK) VectorNegate(fa->plane->normal, mesh->normals_array[i]); else VectorCopy(fa->plane->normal, mesh->normals_array[i]); VectorNegate(fa->texinfo->vecs[0], mesh->snormals_array[i]); VectorNegate(fa->texinfo->vecs[1], mesh->tnormals_array[i]); VectorNormalize(mesh->snormals_array[i]); VectorNormalize(mesh->tnormals_array[i]); mesh->colors4f_array[i][0] = 1; mesh->colors4f_array[i][1] = 1; mesh->colors4f_array[i][2] = 1; mesh->colors4f_array[i][3] = 1; } } } /* ======================== GL_CreateSurfaceLightmap ======================== */ static void Surf_CreateSurfaceLightmap (msurface_t *surf, int shift) { int smax, tmax; qbyte *base, *luxbase; stmap *stainbase; if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) surf->lightmaptexturenum = -1; if (surf->texinfo->flags & TEX_SPECIAL) surf->lightmaptexturenum = -1; if (surf->lightmaptexturenum<0) { surf->lightmaptexturenum = -1; return; } smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; if (smax > LMBLOCK_WIDTH || tmax > LMBLOCK_HEIGHT || smax < 0 || tmax < 0) { //whoa, buggy. surf->lightmaptexturenum = -1; return; } if (currentmodel->fromgame == fg_quake3) Surf_LM_FillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t); else surf->lightmaptexturenum = Surf_LM_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t, surf->texinfo->texture->shader); base = lightmap[surf->lightmaptexturenum]->lightmaps; base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes; luxbase = lightmap[surf->lightmaptexturenum]->deluxmaps; luxbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3; stainbase = lightmap[surf->lightmaptexturenum]->stainmaps; stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3; Surf_BuildLightMap (surf, base, luxbase, stainbase, shift, r_ambient.value*255); } void Surf_DeInit(void) { int i; for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) break; BZ_Free(lightmap[i]); lightmap[i] = NULL; } if (lightmap_textures) { for (i = 0; i < numlightmaps; i++) R_DestroyTexture(lightmap_textures[i]); BZ_Free(lightmap_textures); } if (lightmap) BZ_Free(lightmap); lightmap_textures=NULL; lightmap=NULL; numlightmaps=0; } void Surf_Clear(model_t *mod) { batch_t *b; int i; if (mod->fromgame == fg_doom3) return;/*they're on the hunk*/ for (i = 0; i < SHADER_SORT_COUNT; i++) { while ((b = mod->batches[i])) { mod->batches[i] = b->next; BZ_Free(b->mesh); Z_Free(b); } } } /* ================== 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, t; model_t *m; int shift; msurface_t *surf; batch_t *batch, *bstop; vec3_t sn; int sortid; int ptype; r_framecount = 1; // no dlightcache for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) break; BZ_Free(lightmap[i]); lightmap[i] = NULL; } if (cl.worldmodel->fromgame == fg_doom) return; //no lightmaps. lightmap_bgra = true; switch(qrenderer) { #ifdef D3DQUAKE case QR_DIRECT3D: /*always bgra, hope your card supports it*/ lightmap_bytes = 4; lightmap_bgra = true; break; #endif #ifdef GLQUAKE case QR_OPENGL: /*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 } for (j=1 ; jname[0] == '*') continue; currentmodel = m; shift = Surf_LightmapShift(currentmodel); for (t = m->numtextures-1; t >= 0; t--) { if (m == cl.worldmodel) ptype = P_FindParticleType(va("tex_%s", m->textures[t]->name)); else ptype = P_INVALID; m->textures[t]->wtexno = t; sortid = m->textures[t]->shader->sort; bstop = m->batches[sortid]; batch = NULL; for (i=0 ; inumsurfaces ; i++) {//extra texture loop so we get slightly less texture switches surf = m->surfaces + i; if (surf->texinfo->texture == m->textures[t]) { P_EmitSkyEffectTris(m, surf, ptype); Surf_CreateSurfaceLightmap (surf, shift); /*the excessive logic is to give portals separate batches for separate planes*/ if (sortid == SHADER_SORT_PORTAL) { if (surf->flags & SURF_PLANEBACK) VectorNegate(surf->plane->normal, sn); else VectorCopy(surf->plane->normal, sn); } else VectorClear(sn); if (!batch || batch->lightmap != surf->lightmaptexturenum || (sortid == SHADER_SORT_PORTAL && !VectorCompare(sn, batch->normal))) { if (sortid == SHADER_SORT_PORTAL) { for (batch = m->batches[sortid]; batch != bstop; batch = batch->next) { if (batch->lightmap == surf->lightmaptexturenum && VectorCompare(sn, batch->normal)) break; } } else { for (batch = m->batches[sortid]; batch != bstop; batch = batch->next) { if (batch->lightmap == surf->lightmaptexturenum) break; } } if (batch == bstop) { batch = Z_Malloc(sizeof(*batch)); batch->lightmap = surf->lightmaptexturenum; batch->texture = m->textures[t]; batch->next = m->batches[sortid]; batch->ent = &r_worldentity; VectorCopy(sn, batch->normal); m->batches[sortid] = batch; } } surf->sbatch = batch; batch->maxmeshes++; if (m->surfaces[i].mesh) //there are some surfaces that have a display list already (q3 ones) continue; Surf_BuildSurfaceDisplayList (m, surf); } } } for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++) for (batch = m->batches[sortid]; batch != NULL; batch = batch->next) { batch->mesh = BZ_Malloc(sizeof(*batch->mesh)*batch->maxmeshes*2); } BE_GenBrushModelVBO(m); } BE_UploadAllLightmaps(); } #endif