/* 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" #ifndef SERVERONLY #include "glquake.h" #include "shader.h" #include "renderque.h" #include "com_mesh.h" #include #if (defined(GLQUAKE) || defined(VKQUAKE)) && defined(MULTITHREAD) #define THREADEDWORLD #endif extern cvar_t r_ambient; static vec3_t modelorg; /*set before recursively entering the visible surface finder*/ model_t *currentmodel; uploadfmt_t lightmap_fmt; //bgra32, rgba32, rgb24, lum8 int lightmap_bytes; // 1, 3 or 4 size_t maxblocksize; vec3_t *blocknormals; unsigned *blocklights; 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; extern cvar_t gl_lightmap_nearest; 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 QDECL 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]>>surf->lmshift)+1; tmax = (surf->extents[1]>>surf->lmshift)+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 ; tlmshift); if (td < 0) td = -td; for (s=0 ; slmshift); if (sd < 0) sd = -sd; if (sd > 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->loadstate != MLS_LOADED || 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->rootnode, parms); //now stain inline 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 && pe->model->loadstate == MLS_LOADED) { 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->rootnode, parms); } } } void Surf_WipeStains(void) { int i; for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) break; memset(lightmap[i]->stainmaps, 255, lightmap[i]->width*lightmap[i]->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 || !r_stainfadeammount.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]>>surf->lmshift)+1; tmax = (surf->extents[1]>>surf->lmshift)+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]>>surf->lmshift)+1; tmax = (surf->extents[1]>>surf->lmshift)+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 ; tlmshift); if (td < 0) td = -td; for (s=0 ; slmshift); if (sd < 0) sd = -sd; if (sd > 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 ; tlmscale; if (td < 0) td = -td; for (s=0 ; slmscale; if (sd < 0) sd = -sd; if (sd > 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]>>surf->lmshift)+1; tmax = (surf->extents[1]>>surf->lmshift)+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 ; tlmscale; if (td < 0) td = -td; for (s=0 ; slmscale; if (sd < 0) sd = -sd; if (sd > 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 ; tlmshift); if (td < 0) td = -td; for (s=0 ; slmshift); if (sd < 0) sd = -sd; if (sd > 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 (model_t *wmodel, msurface_t *surf, qbyte *dest, unsigned int lmwidth, vec3_t *blocknormals) { 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 = lmwidth*lightmap_bytes; if (!dest) return; smax = (surf->extents[0]>>surf->lmshift)+1; tmax = (surf->extents[1]>>surf->lmshift)+1; size = smax*tmax; lightmap = surf->samples; // set to full bright if no light data if (!wmodel->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 (wmodel->engineflags & MDLF_RGBLIGHTING) deluxmap = surf->samples - wmodel->lightdata + wmodel->deluxdata; else deluxmap = (surf->samples - wmodel->lightdata)*3 + wmodel->deluxdata; // clear to no light for (i=0 ; iengineflags & MDLF_RGBLIGHTING) { deluxmap = surf->samples - wmodel->lightdata + wmodel->deluxdata; for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; for (i=0 ; isamples - wmodel->lightdata)*3 + wmodel->deluxdata; for (maps = 0 ; maps < MAXQ1LIGHTMAPS && 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 += (lmwidth - 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 += (lmwidth - smax)*3; } break; */ case rgb3_os: stride = lmwidth*3 - (smax*3); 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 += (lmwidth - smax)*3; } break; case lum: stride = lmwidth; 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, unsigned int lmwidth) { int smax, tmax; int t; int i, j; size_t 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]>>surf->lmshift)+1; tmax = (surf->extents[1]>>surf->lmshift)+1; size = (size_t)smax*tmax; lightmap = surf->samples; if (size > maxblocksize) { //fixme: fill in? BZ_Free(blocklights); BZ_Free(blocknormals); maxblocksize = size; blocknormals = BZ_Malloc(maxblocksize * sizeof(*blocknormals)); //already a vector blocklights = BZ_Malloc(maxblocksize * 3*sizeof(*blocklights)); } if (currentmodel->deluxdata) Surf_BuildDeluxMap(currentmodel, surf, deluxdest, lmwidth, blocknormals); if (lightmap_fmt != TF_LUM8) { // 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. but not overbright*/ 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*lmwidth+j)*3]; bl[1] = 255*lightmap[(i*lmwidth+j)*3+1]; bl[2] = 255*lightmap[(i*lmwidth+j)*3+2]; bl+=3; } } } else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb { for (maps = 0 ; maps < MAXQ1LIGHTMAPS && 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]].colourkey; if (scale) { if (cl_lightstyle[surf->styles[maps]].colours[0] == 1 && cl_lightstyle[surf->styles[maps]].colours[1] == 1 && cl_lightstyle[surf->styles[maps]].colours[2] == 1) //hopefully a faster alternative. { bl = blocklights; for (i=0 ; istyles[maps]].colours[0]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[0]; for (i=0 ; istyles[maps]].colours[1]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[1]; for (i=0 ; istyles[maps]].colours[2]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[2]; 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]].colourkey; if (cl_lightstyle[surf->styles[maps]].colours[0] == 1 && cl_lightstyle[surf->styles[maps]].colours[1] == 1 && cl_lightstyle[surf->styles[maps]].colours[2] == 1) //hopefully a faster alternative. { bl = blocklights; for (i=0 ; istyles[maps]].colours[0]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[0]; for (i=0, bl = blocklights; istyles[maps]].colours[1]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[1]; for (i=0, bl = blocklights+1; istyles[maps]].colours[2]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[2]; for (i=0, bl = blocklights+2; idlightframe == r_framecount) Surf_AddDynamicLightsColours (surf); if (!r_stains.value || !surf->stained) stainsrc = NULL; switch(lightmap_fmt) { default: Sys_Error("Bad lightmap_fmt\n"); case TF_BGRA32: Surf_StoreLightmap(dest, blocklights, smax, tmax, shift, bgra4_os, stainsrc, lmwidth); break; // case TF_RGBA32: // Surf_StoreLightmap(dest, blocklights, smax, tmax, shift, rgba4, stainsrc, lmwidth); // break; case TF_RGB24: Surf_StoreLightmap(dest, blocklights, smax, tmax, shift, rgb3_os, stainsrc, lmwidth); break; } } else { // 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].colourkey; } else if (r_fullbright.ival) { for (i=0 ; iengineflags & MDLF_RGBLIGHTING) //rgb for (maps = 0 ; maps < MAXQ1LIGHTMAPS && 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]].colourkey; 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]].colourkey; for (i=0 ; idlightframe == r_framecount) Surf_AddDynamicLights (surf); } Surf_StoreLightmap(dest, blocklights, smax, tmax, shift, lum, stainsrc, lmwidth); } } #if defined(THREADEDWORLD) && (defined(Q1BSPS)||defined(Q2BSPS)) static void Surf_BuildLightMap_Worker (model_t *wmodel, msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift, int ambient, unsigned int lmwidth, int *d_lightstylevalue) { int smax, tmax; int t; int i, j; size_t size; qbyte *lightmap; unsigned scale; int maps; unsigned *bl; static size_t maxblocksize; static vec3_t *blocknormals; static unsigned int *blocklights; //int stride = LMBLOCK_WIDTH*lightmap_bytes; //warning: unused variable ‘stride’ shift += 7; // increase to base value surf->cached_dlight = false; smax = (surf->extents[0]>>surf->lmshift)+1; tmax = (surf->extents[1]>>surf->lmshift)+1; size = (size_t)smax*tmax; lightmap = surf->samples; if (size > maxblocksize) { //fixme: fill in? maxblocksize = size; blocknormals = BZ_Realloc(blocknormals, maxblocksize * sizeof(*blocknormals)); //already a vector blocklights = BZ_Realloc(blocklights, maxblocksize * 3*sizeof(*blocklights)); } if (wmodel->deluxdata) Surf_BuildDeluxMap(wmodel, surf, deluxdest, lmwidth, blocknormals); if (lightmap_fmt != TF_LUM8) { // 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. but not overbright*/ 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*lmwidth+j)*3]; bl[1] = 255*lightmap[(i*lmwidth+j)*3+1]; bl[2] = 255*lightmap[(i*lmwidth+j)*3+2]; bl+=3; } } } else if (wmodel->engineflags & MDLF_RGBLIGHTING) //rgb { for (maps = 0 ; maps < MAXQ1LIGHTMAPS && 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]].colourkey; if (scale) { if (cl_lightstyle[surf->styles[maps]].colours[0] == 1 && cl_lightstyle[surf->styles[maps]].colours[1] == 1 && cl_lightstyle[surf->styles[maps]].colours[2] == 1) //hopefully a faster alternative. { bl = blocklights; for (i=0 ; istyles[maps]].colours[0]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[0]; for (i=0 ; istyles[maps]].colours[1]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[1]; for (i=0 ; istyles[maps]].colours[2]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[2]; 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]].colourkey; if (cl_lightstyle[surf->styles[maps]].colours[0] == 1 && cl_lightstyle[surf->styles[maps]].colours[1] == 1 && cl_lightstyle[surf->styles[maps]].colours[2] == 1) //hopefully a faster alternative. { bl = blocklights; for (i=0 ; istyles[maps]].colours[0]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[0]; for (i=0, bl = blocklights; istyles[maps]].colours[1]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[1]; for (i=0, bl = blocklights+1; istyles[maps]].colours[2]) { scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[2]; for (i=0, bl = blocklights+2; istained) stainsrc = NULL; switch(lightmap_fmt) { default: Sys_Error("Bad lightmap_fmt\n"); break; case TF_BGRA32: Surf_StoreLightmap(dest, blocklights, smax, tmax, shift, bgra4_os, stainsrc, lmwidth); break; case TF_RGB24: Surf_StoreLightmap(dest, blocklights, smax, tmax, shift, rgb3_os, stainsrc, lmwidth); break; } } else { // set to full bright if no light data if (!surf->samples || !wmodel->lightdata) { for (i=0 ; icached_light[0] = d_lightstylevalue[0]; surf->cached_colour[0] = cl_lightstyle[0].colourkey; } else if (r_fullbright.ival) { for (i=0 ; iengineflags & MDLF_RGBLIGHTING) //rgb for (maps = 0 ; maps < MAXQ1LIGHTMAPS && 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]].colourkey; 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]].colourkey; for (i=0 ; ilightmaptexturenums[0]<0 || !lightmap) 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 < MAXQ1LIGHTMAPS && fa->styles[maps] != 255 ; maps++) if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps] || cl_lightstyle[fa->styles[maps]].colourkey != fa->cached_colour[maps]) goto dynamic; } if (fa->dlightframe == r_framecount // dynamic this frame || fa->cached_dlight) // dynamic previously { RSpeedLocals(); dynamic: RSpeedRemark(); #ifdef _DEBUG if ((unsigned)fa->lightmaptexturenums[0] >= numlightmaps) Sys_Error("Invalid lightmap index\n"); #endif lm = lightmap[fa->lightmaptexturenums[0]]; lm->modified = true; smax = (fa->extents[0]>>fa->lmshift)+1; tmax = (fa->extents[1]>>fa->lmshift)+1; theRect = &lm->rectchange; if (theRect->t > fa->light_t[0]) theRect->t = fa->light_t[0]; if (theRect->b < fa->light_t[0]+tmax) theRect->b = fa->light_t[0]+tmax; if (theRect->l > fa->light_s[0]) theRect->l = fa->light_s[0]; if (theRect->r < fa->light_s[0]+smax) theRect->r = fa->light_s[0]+smax; if (lm->hasdeluxe) { dlm = lightmap[fa->lightmaptexturenums[0]+1]; dlm->modified = true; theRect = &dlm->rectchange; if (theRect->t > fa->light_t[0]) theRect->t = fa->light_t[0]; if (theRect->b < fa->light_t[0]+tmax) theRect->b = fa->light_t[0]+tmax; if (theRect->l > fa->light_s[0]) theRect->l = fa->light_s[0]; if (theRect->r < fa->light_s[0]+smax) theRect->r = fa->light_s[0]+smax; luxbase = dlm->lightmaps; luxbase += (fa->light_t[0] * dlm->width + fa->light_s[0]) * lightmap_bytes; } else luxbase = NULL; base = lm->lightmaps; base += (fa->light_t[0] * lm->width + 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, lm->width); RSpeedEnd(RSPEED_DYNAMIC); } } #if defined(THREADEDWORLD) && (defined(Q1BSPS)||defined(Q2BSPS)) static void Surf_RenderDynamicLightmaps_Worker (model_t *wmodel, msurface_t *fa, int *d_lightstylevalue) { qbyte *base, *luxbase; stmap *stainbase; int maps; glRect_t *lmr, *dlmr = NULL; int smax, tmax; lightmapinfo_t *lm, *dlm = NULL; //surfaces without lightmaps if (fa->lightmaptexturenums[0]<0 || !lightmap) 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 < MAXQ1LIGHTMAPS && fa->styles[maps] != 255 ; maps++) if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps] || cl_lightstyle[fa->styles[maps]].colourkey != fa->cached_colour[maps]) goto dynamic; } return; dynamic: #ifdef _DEBUG if ((unsigned)fa->lightmaptexturenums[0] >= numlightmaps) Sys_Error("Invalid lightmap index\n"); #endif lm = lightmap[fa->lightmaptexturenums[0]]; smax = (fa->extents[0]>>fa->lmshift)+1; tmax = (fa->extents[1]>>fa->lmshift)+1; lmr = &lm->rectchange; if (lm->hasdeluxe) { dlm = lightmap[fa->lightmaptexturenums[0]+1]; dlmr = &dlm->rectchange; luxbase = dlm->lightmaps; luxbase += (fa->light_t[0] * dlm->width + fa->light_s[0]) * lightmap_bytes; } else luxbase = NULL; base = lm->lightmaps; base += (fa->light_t[0] * lm->width + fa->light_s[0]) * lightmap_bytes; stainbase = lm->stainmaps; stainbase += (fa->light_t[0] * lm->width + fa->light_s[0]) * 3; Surf_BuildLightMap_Worker (wmodel, fa, base, luxbase, stainbase, lightmap_shift, r_ambient.value*255, lm->width, d_lightstylevalue); if (dlm) { if (dlmr->t > fa->light_t[0]) dlmr->t = fa->light_t[0]; if (dlmr->b < fa->light_t[0]+tmax) dlmr->b = fa->light_t[0]+tmax; if (dlmr->l > fa->light_s[0]) dlmr->l = fa->light_s[0]; if (dlmr->r < fa->light_s[0]+smax) dlmr->r = fa->light_s[0]+smax; dlm->modified = true; } if (lmr->t > fa->light_t[0]) lmr->t = fa->light_t[0]; if (lmr->b < fa->light_t[0]+tmax) lmr->b = fa->light_t[0]+tmax; if (lmr->l > fa->light_s[0]) lmr->l = fa->light_s[0]; if (lmr->r < fa->light_s[0]+smax) lmr->r = fa->light_s[0]+smax; lm->modified = true; } #endif //THREADEDWORLD 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]>>fa->lmshift)+1; tmax = (fa->extents[1]>>fa->lmshift)+1; theRect = &lm->rectchange; if (theRect->t > fa->light_t[0]) theRect->t = fa->light_t[0]; if (theRect->l > fa->light_s[0]) theRect->l = fa->light_s[0]; if (theRect->r < fa->light_s[0]+smax) theRect->r = fa->light_s[0]+smax; if (theRect->b < fa->light_t[0]+tmax) theRect->b = fa->light_t[0]+tmax; if (lm->hasdeluxe) { dlm = lightmap[fa->lightmaptexturenums[0]+1]; lm->modified = true; theRect = &lm->rectchange; if (theRect->t > fa->light_t[0]) theRect->t = fa->light_t[0]; if (theRect->l > fa->light_s[0]) theRect->l = fa->light_s[0]; if (theRect->r < fa->light_s[0]+smax) theRect->r = fa->light_s[0]+smax; if (theRect->b < fa->light_t[0]+tmax) theRect->b = fa->light_t[0]+tmax; luxbase = dlm->lightmaps; luxbase += (fa->light_t[0] * dlm->width + fa->light_s[0]) * lightmap_bytes; } else luxbase = NULL; base = lm->lightmaps; base += (fa->light_t[0] * lm->width + 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, lm->width); 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 ; inumvisleafs ; 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; #ifdef Q1BSPS /* ================ 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 = r_refdef.frustum; c < r_refdef.frustum_numworldplanes; 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)-1; 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 = r_refdef.frustum; c < r_refdef.frustum_numworldplanes; 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; } #endif #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 (! (r_refdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) ) return; // not visible c = pleaf->cluster; if (c >= 0) frustumvis[c>>3] |= 1<<(c&7); 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 = 0;//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 = r_refdef.frustum; c < r_refdef.frustum_numworldplanes; 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 (! (r_refdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) ) return; // not visible c = pleaf->cluster; if (c >= 0) frustumvis[c>>3] |= 1<<(c&7); 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_PushChains(batch_t **batches) { batch_t *batch; int i; if (r_refdef.recurse == R_MAX_RECURSE) Sys_Error("Recursed too deep\n"); if (!r_refdef.recurse) { for (i = 0; i < SHADER_SORT_COUNT; i++) for (batch = batches[i]; batch; batch = batch->next) { batch->firstmesh = 0; } } #if R_MAX_RECURSE > 2 else if (r_refdef.recurse > 1) { for (i = 0; i < SHADER_SORT_COUNT; i++) for (batch = batches[i]; batch; batch = batch->next) { batch->recursefirst[r_refdef.recurse] = batch->firstmesh; batch->firstmesh = batch->meshes; } } #endif else { for (i = 0; i < SHADER_SORT_COUNT; i++) for (batch = batches[i]; batch; batch = batch->next) { batch->firstmesh = batch->meshes; } } } static void Surf_PopChains(batch_t **batches) { batch_t *batch; int i; if (!r_refdef.recurse) { for (i = 0; i < SHADER_SORT_COUNT; i++) for (batch = batches[i]; batch; batch = batch->next) { batch->meshes = 0; } } #if R_MAX_RECURSE > 2 else if (r_refdef.recurse > 1) { for (i = 0; i < SHADER_SORT_COUNT; i++) for (batch = batches[i]; batch; batch = batch->next) { batch->meshes = batch->firstmesh; batch->firstmesh = batch->recursefirst[r_refdef.recurse]; } } #endif else { for (i = 0; i < SHADER_SORT_COUNT; i++) for (batch = batches[i]; batch; batch = batch->next) { batch->meshes = batch->firstmesh; batch->firstmesh = 0; } } } //most of this is a direct copy from gl void Surf_SetupFrame(void) { mleaf_t *leaf; vec3_t temp, pvsorg; int viewcontents; if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap)) r_refdef.flags |= RDF_NOWORLDMODEL; R_AnimateLight(); r_framecount++; if (r_refdef.recurse) { VectorCopy(r_refdef.pvsorigin, pvsorg); } else { VectorCopy(r_refdef.vieworg, pvsorg); R_UpdateHDR(r_refdef.vieworg); } viewcontents = 0; if (r_refdef.flags & RDF_NOWORLDMODEL) { } else if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED || cl.worldmodel->fromgame == fg_doom3 ) { r_viewleaf = NULL; r_viewleaf2 = NULL; } #ifdef Q2BSPS else if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3) { static mleaf_t fakeleaf; mleaf_t *leaf; //FIXME: do we still need this fakeleaf stuff? r_viewleaf = &fakeleaf; r_viewleaf->contents = Q1CONTENTS_EMPTY; r_viewleaf2 = NULL; leaf = Mod_PointInLeaf (cl.worldmodel, pvsorg); viewcontents = cl.worldmodel->funcs.PointContents(cl.worldmodel, NULL, pvsorg); 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 (pvsorg, 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 (pvsorg, 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 { 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: viewcontents |= FTECONTENTS_WATER; break; case Q1CONTENTS_LAVA: viewcontents |= FTECONTENTS_LAVA; break; case Q1CONTENTS_SLIME: viewcontents |= FTECONTENTS_SLIME; break; case Q1CONTENTS_SKY: viewcontents |= FTECONTENTS_SKY; break; case Q1CONTENTS_SOLID: viewcontents |= FTECONTENTS_SOLID; break; case Q1CONTENTS_LADDER: viewcontents |= FTECONTENTS_LADDER; break; } } } #ifdef TERRAIN if (!(r_refdef.flags & RDF_NOWORLDMODEL) && cl.worldmodel && cl.worldmodel->terrain) { viewcontents |= Heightmap_PointContents(cl.worldmodel, NULL, pvsorg); } #endif /*pick up any extra water entities*/ { vec3_t t1,t2; VectorCopy(pmove.player_mins, t1); VectorCopy(pmove.player_maxs, t2); VectorClear(pmove.player_maxs); VectorClear(pmove.player_mins); viewcontents |= PM_ExtraBoxContents(pvsorg); VectorCopy(t1, pmove.player_mins); VectorCopy(t2, pmove.player_maxs); } if (!r_refdef.recurse) { r_viewcontents = viewcontents; if (!r_secondaryview) V_SetContentsColor (viewcontents); } if (r_refdef.playerview->audio.defaulted) { //first scene is the 'main' scene and audio defaults to that (unless overridden later in the frame) r_refdef.playerview->audio.defaulted = false; r_refdef.playerview->audio.entnum = r_refdef.playerview->viewentity; VectorCopy(r_refdef.vieworg, r_refdef.playerview->audio.origin); AngleVectors(r_refdef.viewangles, r_refdef.playerview->audio.forward,r_refdef.playerview->audio.right, r_refdef.playerview->audio.up); if (r_viewcontents & FTECONTENTS_FLUID) r_refdef.playerview->audio.reverbtype = 1; else r_refdef.playerview->audio.reverbtype = 0; VectorCopy(r_refdef.playerview->simvel, r_refdef.playerview->audio.velocity); } } /* 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 && lightmap) { int k; currententity = ent; currentmodel = ent->model; if (model->nummodelsurfaces != 0 && r_dynamic.ival > 0) { for (k=rtlights_first; kfuncs.MarkLights (&cl_dlights[k], 1<rootnode); } } Surf_LightmapShift(model); #ifdef HEXEN2 if ((ent->drawflags & MLS_MASK) == 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 #endif { //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 & RF_ADDITIVE) bef |= BEF_FORCEADDITIVE; #ifdef HEXEN2 else if ((ent->drawflags & DRF_TRANSLUCENT) && r_wateralpha.value != 1) { bef |= BEF_FORCETRANSPARENT; ent->shaderRGBAf[3] = r_wateralpha.value; } #endif else if ((ent->flags & RF_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 (b->buildmeshes) b->buildmeshes(b); if (!b->shader) b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader; 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; } } } #ifdef THREADEDWORLD struct webostate_s { char dbgid[12]; model_t *wmodel; mleaf_t *leaf[2]; int cluster[2]; pvsbuffer_t pvs; vboarray_t ebo; void *ebomem; size_t idxcount; int numbatches; int lightstylevalues[MAX_LIGHTSTYLES]; //when using workers that only reprocessing lighting at 10fps, things get too ugly when things go out of sync batch_t *rbatches[SHADER_SORT_COUNT]; struct wesbatch_s { size_t numidx; size_t maxidx; index_t *idxbuffer; batch_t b; mesh_t m; mesh_t *pm; vbo_t vbo; } batches[1]; }; static struct webostate_s *webostate; static struct webostate_s *webogenerating; static int webogeneratingstate; //1 if generating, 0 if not, for waiting for sync. static void R_DestroyWorldEBO(struct webostate_s *es) { if (!es) return; #ifdef GLQUAKE if (qrenderer == QR_OPENGL) qglDeleteBuffersARB(1, &es->ebo.gl.vbo); #endif #ifdef VKQUAKE if (qrenderer == QR_VULKAN) BE_VBO_Destroy(&es->ebo, es->ebomem); #endif BZ_Free(es); } void R_GeneratedWorldEBO(void *ctx, void *data, size_t a_, size_t b_) { size_t idxcount; unsigned int i; model_t *mod; batch_t *b, *batch; mesh_t *m; int sortid; R_DestroyWorldEBO(webostate); webostate = ctx; webogenerating = NULL; webogeneratingstate = 0; mod = webostate->wmodel; for (i = 0, idxcount = 0; i < webostate->numbatches; i++) idxcount += webostate->batches[i].numidx; #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { GL_DeselectVAO(); webostate->ebo.gl.addr = NULL; qglGenBuffersARB(1, &webostate->ebo.gl.vbo); GL_SelectEBO(webostate->ebo.gl.vbo); qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, idxcount*sizeof(index_t), NULL, GL_STATIC_DRAW_ARB); for (i = 0, idxcount = 0; i < webostate->numbatches; i++) { qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, idxcount*sizeof(index_t), webostate->batches[i].numidx*sizeof(index_t), webostate->batches[i].idxbuffer); BZ_Free(webostate->batches[i].idxbuffer); webostate->batches[i].idxbuffer = (index_t*)NULL + idxcount; idxcount += webostate->batches[i].numidx; } } #endif #ifdef VKQUAKE if (qrenderer == QR_VULKAN) { //this malloc is stupid. //with vulkan we really should be doing this on the worker instead, at least the staging part. index_t *indexes = malloc(sizeof(*indexes) * idxcount); webostate->ebo.vk.offs = 0; for (i = 0, idxcount = 0; i < webostate->numbatches; i++) { memcpy(indexes + idxcount, webostate->batches[i].idxbuffer, webostate->batches[i].numidx*sizeof(index_t)); BZ_Free(webostate->batches[i].idxbuffer); webostate->batches[i].idxbuffer = (index_t*)NULL + idxcount; idxcount += webostate->batches[i].numidx; } if (idxcount) BE_VBO_Finish(NULL, indexes, sizeof(*indexes) * idxcount, &webostate->ebo, NULL, &webostate->ebomem); else { memset(&webostate->ebo, 0, sizeof(webostate->ebo)); webostate->ebomem = NULL; } free(indexes); } #endif //should be doing this on the worker, but whatever for (i = 0, sortid = 0; sortid < SHADER_SORT_COUNT; sortid++) { webostate->rbatches[sortid] = NULL; for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next, i++) { if (!webostate->batches[i].numidx) continue; if (batch->shader->flags & SHADER_NODRAW) continue; m = &webostate->batches[i].m; webostate->batches[i].pm = m; b = &webostate->batches[i].b; memcpy(b, batch, sizeof(*b)); memset(m, 0, sizeof(*m)); if (b->shader->flags & SHADER_NEEDSARRAYS) { if (b->shader->flags & SHADER_SKY) continue; b->shader = R_RegisterShader_Vertex("unsupported"); } m->numvertexes = webostate->batches[i].b.vbo->vertcount; b->mesh = &webostate->batches[i].pm; b->meshes = 1; m->numindexes = webostate->batches[i].numidx; m->vbofirstelement = webostate->batches[i].idxbuffer - (index_t*)NULL; m->vbofirstvert = 0; m->indexes = NULL; b->vbo = &webostate->batches[i].vbo; *b->vbo = *batch->vbo; b->vbo->indicies = webostate->ebo; b->vbo->vao = 0; b->next = webostate->rbatches[sortid]; webostate->rbatches[sortid] = b; } } } #ifdef Q1BSPS static void Surf_SimpleWorld_Q1BSP(struct webostate_s *es, qbyte *pvs) { mleaf_t *leaf; msurface_t *surf, **mark, **end; mesh_t *mesh; model_t *wmodel = es->wmodel; int l = wmodel->numclusters; int fc = -r_framecount; for (leaf = wmodel->leafs+l; l-- > 0; leaf--) { if ((pvs[l>>3] & (1u<<(l&7))) && leaf->nummarksurfaces) { mark = leaf->firstmarksurface; end = mark+leaf->nummarksurfaces; while(mark < end) { surf = *mark++; if (surf->visframe != fc) { int i; struct wesbatch_s *eb; surf->visframe = fc; Surf_RenderDynamicLightmaps_Worker (wmodel, surf, es->lightstylevalues); mesh = surf->mesh; eb = &es->batches[surf->sbatch->ebobatch]; if (eb->maxidx < eb->numidx + mesh->numindexes) { //FIXME: pre-allocate eb->maxidx = eb->numidx + surf->mesh->numindexes + 512; eb->idxbuffer = BZ_Realloc(eb->idxbuffer, eb->maxidx * sizeof(index_t)); } for (i = 0; i < mesh->numindexes; i++) eb->idxbuffer[eb->numidx+i] = mesh->indexes[i] + mesh->vbofirstvert; eb->numidx += mesh->numindexes; } } } } } #endif #if defined(Q2BSPS) || defined(Q3BSPS) static void Surf_SimpleWorld_Q3BSP(struct webostate_s *es, qbyte *pvs) { mleaf_t *leaf; msurface_t *surf, **mark, **end; mesh_t *mesh; model_t *wmodel = es->wmodel; int l = wmodel->numleafs; //is this doing submodels too? int c; int fc = -r_framecount; for (leaf = wmodel->leafs; l-- > 0; leaf++) { c = leaf->cluster; if (c < 0) continue; //o.O if ((pvs[c>>3] & (1u<<(c&7))) && leaf->nummarksurfaces) { mark = leaf->firstmarksurface; end = mark+leaf->nummarksurfaces; while(mark < end) { surf = *mark++; if (surf->visframe != fc) { int i; struct wesbatch_s *eb; surf->visframe = fc; mesh = surf->mesh; eb = &es->batches[surf->sbatch->ebobatch]; if (eb->maxidx < eb->numidx + mesh->numindexes) { //FIXME: pre-allocate eb->maxidx = eb->numidx + surf->mesh->numindexes + 512; eb->idxbuffer = BZ_Realloc(eb->idxbuffer, eb->maxidx * sizeof(index_t)); } for (i = 0; i < mesh->numindexes; i++) eb->idxbuffer[eb->numidx+i] = mesh->indexes[i] + mesh->vbofirstvert; eb->numidx += mesh->numindexes; } } } } } #endif void R_GenWorldEBO(void *ctx, void *data, size_t a, size_t b) { int i; struct webostate_s *es = ctx; qbyte *pvs; es->numbatches = es->wmodel->numbatches; for (i = 0; i < es->numbatches; i++) { es->batches[i].numidx = 0; es->batches[i].maxidx = 0; es->batches[i].idxbuffer = NULL; } #if defined(Q2BSPS) || defined(Q3BSPS) if (es->wmodel->fromgame == fg_quake2 || es->wmodel->fromgame == fg_quake3) { if (es->cluster[1] != -1 && es->cluster[0] != es->cluster[1]) //view is near to a water boundary. this implies the water crosses the near clip plane. { pvs = es->wmodel->funcs.ClusterPVS(es->wmodel, es->cluster[0], &es->pvs, PVM_REPLACE); pvs = es->wmodel->funcs.ClusterPVS(es->wmodel, es->cluster[1], &es->pvs, PVM_MERGE); } else pvs = es->wmodel->funcs.ClusterPVS(es->wmodel, es->cluster[0], &es->pvs, PVM_FAST); Surf_SimpleWorld_Q3BSP(es, pvs); } else #endif #ifdef Q1BSPS if (es->wmodel->fromgame == fg_quake || es->wmodel->fromgame == fg_halflife) { //maybe we should just use fatpvs instead, and wait for completion when outside? pvs = Q1BSP_LeafPVS (es->wmodel, es->leaf[0], &es->pvs, false); if (es->leaf[1]) //view is near to a water boundary. this implies the water crosses the near clip plane. pvs = Q1BSP_LeafPVS (es->wmodel, es->leaf[1], &es->pvs, true); Surf_SimpleWorld_Q1BSP(es, pvs); } else #endif { //panic } COM_AddWork(WG_MAIN, R_GeneratedWorldEBO, es, NULL, 0, 0); } #endif /* ============= 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; static pvsbuffer_t frustumvis_; RSpeedLocals(); if (r_refdef.flags & RDF_NOWORLDMODEL) { r_refdef.flags |= RDF_NOWORLDMODEL; r_refdef.scenevis = NULL; BE_DrawWorld(NULL); return; } if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED) { /*Don't act as a wallhack*/ return; } currentmodel = cl.worldmodel; currententity = &r_worldentity; { RSpeedRemark(); Surf_LightmapShift(currentmodel); #ifdef THREADEDWORLD if ((r_dynamic.ival < 0 || currentmodel->numbatches) && !r_refdef.recurse && currentmodel->type == mod_brush) { if (webostate && webostate->wmodel != currentmodel) { R_DestroyWorldEBO(webostate); webostate = NULL; } if (qrenderer != QR_OPENGL && qrenderer != QR_VULKAN) ; #ifdef Q1BSPS else if (currentmodel->fromgame == fg_quake || currentmodel->fromgame == fg_halflife) { int i = MAX_LIGHTSTYLES; if (webostate && !webogenerating) for (i = 0; i < MAX_LIGHTSTYLES; i++) { if (webostate->lightstylevalues[i] != d_lightstylevalue[i]) break; } if (webostate && webostate->leaf[0] == r_viewleaf && webostate->leaf[1] == r_viewleaf2 && i == MAX_LIGHTSTYLES) { } else { if (!webogenerating) { int i; if (!currentmodel->numbatches) { int sortid; batch_t *batch; currentmodel->numbatches = 0; for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++) for (batch = currentmodel->batches[sortid]; batch != NULL; batch = batch->next) { batch->ebobatch = currentmodel->numbatches; currentmodel->numbatches++; } } webogeneratingstate = true; webogenerating = BZ_Malloc(sizeof(*webogenerating) + sizeof(webogenerating->batches[0]) * (currentmodel->numbatches-1) + currentmodel->pvsbytes); webogenerating->wmodel = currentmodel; webogenerating->leaf[0] = r_viewleaf; webogenerating->leaf[1] = r_viewleaf2; webogenerating->pvs.buffer = (qbyte*)(webogenerating+1) + sizeof(webogenerating->batches[0])*(currentmodel->numbatches-1); webogenerating->pvs.buffersize = currentmodel->pvsbytes; for (i = 0; i < MAX_LIGHTSTYLES; i++) webogenerating->lightstylevalues[i] = d_lightstylevalue[i]; Q_strncpyz(webogenerating->dbgid, "webostate", sizeof(webogenerating->dbgid)); COM_AddWork(WG_LOADER, R_GenWorldEBO, webogenerating, NULL, 0, 0); } } } #endif #ifdef Q3BSPS else if (currentmodel->fromgame == fg_quake3) { if (webostate && webostate->cluster[0] == r_viewcluster && webostate->cluster[1] == r_viewcluster2) { } else { if (!webogenerating) { if (!currentmodel->numbatches) { int sortid; batch_t *batch; currentmodel->numbatches = 0; for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++) for (batch = currentmodel->batches[sortid]; batch != NULL; batch = batch->next) { batch->ebobatch = currentmodel->numbatches; currentmodel->numbatches++; } } webogeneratingstate = true; webogenerating = BZ_Malloc(sizeof(*webogenerating) + sizeof(webogenerating->batches[0]) * (currentmodel->numbatches-1) + currentmodel->pvsbytes); webogenerating->wmodel = currentmodel; webogenerating->cluster[0] = r_viewcluster; webogenerating->cluster[1] = r_viewcluster2; webogenerating->pvs.buffer = (qbyte*)(webogenerating+1) + sizeof(webogenerating->batches[0])*(currentmodel->numbatches-1); webogenerating->pvs.buffersize = currentmodel->pvsbytes; Q_strncpyz(webogenerating->dbgid, "webostate", sizeof(webogenerating->dbgid)); COM_AddWork(WG_LOADER, R_GenWorldEBO, webogenerating, NULL, 0, 0); } } } #endif if (webostate) { entvis = surfvis = webostate->pvs.buffer; RSpeedEnd(RSPEED_WORLDNODE); CL_LinkStaticEntities(entvis); TRACE(("dbg: calling R_DrawParticles\n")); if (!r_refdef.recurse) P_DrawParticles (); TRACE(("dbg: calling BE_DrawWorld\n")); r_refdef.scenevis = surfvis; BE_DrawWorld(webostate->rbatches); /*FIXME: move this away*/ if (currentmodel->fromgame == fg_quake || currentmodel->fromgame == fg_halflife) Surf_LessenStains(); return; } } #endif Surf_PushChains(currentmodel->batches); #ifdef TERRAIN if (currentmodel->type == mod_heightmap) { frustumvis = NULL; entvis = surfvis = NULL; } else #endif #if defined(Q2BSPS) || defined(Q3BSPS) if (currentmodel->fromgame == fg_quake2 || currentmodel->fromgame == fg_quake3) { if (frustumvis_.buffersize < currentmodel->pvsbytes) frustumvis_.buffer = BZ_Realloc(frustumvis_.buffer, frustumvis_.buffersize=currentmodel->pvsbytes); frustumvis = frustumvis_.buffer; memset(frustumvis, 0, currentmodel->pvsbytes); if (!r_refdef.areabitsknown) { //generate the info each frame, as the gamecode didn't tell us what to use. int leafnum = CM_PointLeafnum (currentmodel, r_refdef.vieworg); int clientarea = CM_LeafArea (currentmodel, leafnum); CM_WriteAreaBits(currentmodel, r_refdef.areabits, clientarea, false); r_refdef.areabitsknown = true; } #ifdef Q3BSPS if (currentmodel->fromgame == fg_quake3) { entvis = surfvis = R_MarkLeaves_Q3 (); Surf_RecursiveQ3WorldNode (currentmodel->nodes, (1<fromgame == fg_quake2) { entvis = surfvis = R_MarkLeaves_Q2 (); VectorCopy (r_refdef.vieworg, modelorg); Surf_RecursiveQ2WorldNode (currentmodel->nodes); } else #endif { entvis = surfvis = NULL; } surfvis = frustumvis; } else #endif #ifdef MAP_PROC if (currentmodel->fromgame == fg_doom3) { entvis = surfvis = D3_CalcVis(currentmodel, r_origin); } else #endif #ifdef MAP_DOOM if (currentmodel->fromgame == fg_doom) { entvis = surfvis = NULL; R_DoomWorld(); } else #endif #ifdef Q1BSPS if (1) { //extern cvar_t temp1; // if (0)//temp1.value) // entvis = surfvis = R_MarkLeafSurfaces_Q1(); // else { entvis = R_MarkLeaves_Q1 (false); if (!(r_novis.ival & 2)) VectorCopy (r_origin, modelorg); if (frustumvis_.buffersize < currentmodel->pvsbytes) frustumvis_.buffer = BZ_Realloc(frustumvis_.buffer, frustumvis_.buffersize=currentmodel->pvsbytes); frustumvis = frustumvis_.buffer; memset(frustumvis, 0, currentmodel->pvsbytes); if (r_refdef.useperspective) Surf_RecursiveWorldNode (currentmodel->nodes, 0x1f); else Surf_OrthoRecursiveWorldNode (currentmodel->nodes, 0x1f); surfvis = frustumvis; } } else #endif { frustumvis = NULL; entvis = surfvis = NULL; } RSpeedEnd(RSPEED_WORLDNODE); if (!(r_refdef.flags & RDF_NOWORLDMODEL)) { CL_LinkStaticEntities(entvis); TRACE(("dbg: calling R_DrawParticles\n")); if (!r_refdef.recurse) P_DrawParticles (); } TRACE(("dbg: calling BE_DrawWorld\n")); r_refdef.scenevis = surfvis; BE_DrawWorld(cl.worldmodel->batches); Surf_PopChains(cl.worldmodel->batches); /*FIXME: move this away*/ if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife) Surf_LessenStains(); } } 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; #ifdef THREADEDWORLD while(webogenerating) COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true); R_DestroyWorldEBO(webostate); webostate = NULL; #endif for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) continue; if (!lightmap[i]->external) Image_DestroyTexture(lightmap[i]->lightmap_texture); BZ_Free(lightmap[i]); lightmap[i] = NULL; } if (lightmap) BZ_Free(lightmap); lightmap=NULL; numlightmaps=0; Alias_Shutdown(); Shader_ResetRemaps(); } void Surf_Clear(model_t *mod) { int i; vbo_t *vbo; // if (mod->fromgame == fg_doom3) // return;/*they're on the hunk*/ #ifdef THREADEDWORLD while(webogenerating) COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true); if (webostate && webostate->wmodel == mod) { R_DestroyWorldEBO(webostate); webostate = NULL; } #endif while(mod->vbos) { vbo = mod->vbos; mod->vbos = vbo->next; BE_ClearVBO(vbo); } if (!mod->submodelof) { for (i = 0; i < mod->numtextures; i++) { R_UnloadShader(mod->textures[i]->shader); mod->textures[i]->shader = NULL; } } mod->numtextures = 0; BZ_Free(mod->shadowbatches); mod->numshadowbatches = 0; mod->shadowbatches = NULL; #ifdef RTLIGHTS Sh_PurgeShadowMeshes(); #endif BZ_Free(blocklights); BZ_Free(blocknormals); blocklights = NULL; blocknormals = NULL; maxblocksize = 0; } //pick fastest mode for lightmap data void Surf_LightmapMode(void) { switch(qrenderer) { default: // case QR_VULKAN: // case QR_SOFTWARE: // case QR_DIRECT3D8: // case QR_DIRECT3D9: // case QR_DIRECT3D11: lightmap_fmt = TF_BGRA32; break; #ifdef GLQUAKE case QR_OPENGL: /*favour bgra if the gpu supports it, otherwise use rgb only if it'll be used*/ if (gl_config.gles) lightmap_fmt = TF_RGB24; //rgb24 is a guarenteed supported format, where bgr24 or rgbx32 are not. else if (gl_config.glversion >= 1.2) lightmap_fmt = TF_BGRA32; //the more common case else if (cl.worldmodel->fromgame == fg_quake3 || (cl.worldmodel->engineflags & MDLF_RGBLIGHTING) || cl.worldmodel->deluxdata || r_loadlits.value) lightmap_fmt = TF_RGB24; //ooold gl driver, but we need rgb lighting else lightmap_fmt = TF_LUM8; //oldskool! break; #endif } switch(lightmap_fmt) { default: case TF_BGRA32: lightmap_bytes = 4; break; case TF_RGB24: lightmap_bytes = 3; break; case TF_LUM8: lightmap_bytes = 1; 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"); } Sys_LockMutex(com_resourcemutex); 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)*4)*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)*4 + 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.b = lightmap[i]->height; lightmap[i]->rectchange.r = lightmap[i]->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; Sys_UnlockMutex(com_resourcemutex); return first; } int Surf_NewExternalLightmaps(int count, char *filepattern, qboolean deluxe) { int first = numlightmaps; int i; char nname[MAX_QPATH]; qboolean odd = (count & 1) && deluxe; if (!count) return -1; if (odd) count++; 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, (gl_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP)); if (lightmap[i]->lightmap_texture->status == TEX_LOADING) COM_WorkerPartialSync(lightmap[i]->lightmap_texture, &lightmap[i]->lightmap_texture->status, TEX_LOADING); lightmap[i]->width = lightmap[i]->lightmap_texture->width; lightmap[i]->height = lightmap[i]->lightmap_texture->height; } if (odd) { i = numlightmaps+count-1; if (!TEXVALID(lightmap[i]->lightmap_texture)) { //FIXME: no deluxemaps after all... Z_Free(lightmap[i]); lightmap[i] = NULL; count--; } } numlightmaps += count; return first; } void Surf_BuildModelLightmaps (model_t *m) { int i; int shift; msurface_t *surf; batch_t *batch; int sortid; int newfirst; if (m->loadstate != MLS_LOADED) return; if (!lightmap_bytes) return; #ifdef TERRAIN //easiest way to deal with heightmap lightmaps is to just purge the entire thing. if (m->terrain) Terr_PurgeTerrainModel(m, false, false); //FIXME: cop out. middle arg should be 'true'. #endif if (m->type != mod_brush) return; if (!m->lightmaps.count) return; currentmodel = m; shift = Surf_LightmapShift(currentmodel); if (m->submodelof && m->fromgame == fg_quake3) //FIXME: should be all bsp formats { if (m->submodelof->loadstate != MLS_LOADED) return; 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); m->lightmaps.count = numlightmaps - newfirst; } 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 < MAXRLIGHTMAPS; i++) { if (batch->lightmap[i] < 0) continue; batch->lightmap[i] = batch->lightmap[i] - m->lightmaps.first + newfirst; } } if (m->fromgame == fg_quake3) { int j; unsigned char *src; unsigned char *dst; if (!m->submodelof) 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 (m->lightdata) { switch(lightmap_fmt) { default: Sys_Error("Bad lightmap_fmt\n"); break; case TF_BGRA32: for (j = min((m->lightdatasize-i*m->lightmaps.width*m->lightmaps.height*3)/3,m->lightmaps.width*m->lightmaps.height); j > 0; j--, dst += 4, src += 3) { dst[0] = src[2]; dst[1] = src[1]; dst[2] = src[0]; dst[3] = 255; } break; /*case TF_RGBA32: for (j = min((m->lightdatasize-i*m->lightmaps.width*m->lightmaps.height*3)/3,m->lightmaps.width*m->lightmaps.height); j > 0; j--, dst += 4, src += 3) { dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2]; dst[3] = 255; } break; case TF_BGR24: for (j = 0; j < m->lightmaps.width*m->lightmaps.height; j++, dst += 3, src += 3) { dst[0] = src[2]; dst[1] = src[1]; dst[2] = src[0]; } break;*/ case TF_RGB24: for (j = 0; j < m->lightmaps.width*m->lightmaps.height; j++, dst += 3, src += 3) { dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2]; } break; } } } } else { int j; lightmapinfo_t *lm, *dlm; qbyte *deluxemap; // if (*m->name == '*') // { // if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED) // return; // } //fixup surface lightmaps, and paint for (i=0; inummodelsurfaces; i++) { surf = m->surfaces + i + m->firstmodelsurface; for (j = 0; j < MAXRLIGHTMAPS; j++) { if (surf->lightmaptexturenums[j] < m->lightmaps.first) { surf->lightmaptexturenums[j] = -1; continue; } if (surf->lightmaptexturenums[j] >= m->lightmaps.first+m->lightmaps.count) { 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, lm->width); } } } m->lightmaps.first = newfirst; } void Surf_ClearLightmaps(void) { lightmap_bytes = 0; #ifdef THREADEDWORLD while(webogenerating) COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true); R_DestroyWorldEBO(webostate); webostate = NULL; #endif } /* ================== 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; model_t *m; extern model_t *mod_known; extern int mod_numknown; //make sure the lightstyle values are correct. R_AnimateLight(); r_framecount = 1; // no dlightcache while(numlightmaps > 0) { numlightmaps--; if (!lightmap[numlightmaps]) continue; if (!lightmap[numlightmaps]->external) Image_DestroyTexture(lightmap[numlightmaps]->lightmap_texture); BZ_Free(lightmap[numlightmaps]); lightmap[numlightmaps] = NULL; } Surf_LightmapMode(); r_oldviewleaf = NULL; r_oldviewleaf2 = NULL; r_oldviewcluster = -1; r_oldviewcluster2 = -1; //FIXME: unload stuff that's no longer relevant somehow. for (i = 0; i < mod_numknown; i++) { m = &mod_known[i]; if (m->loadstate != MLS_LOADED) continue; Surf_BuildModelLightmaps(m); } BE_UploadAllLightmaps(); } /* =============== Surf_NewMap =============== */ void Surf_NewMap (void) { char namebuf[MAX_QPATH]; extern cvar_t host_mapname; int i; memset (&r_worldentity, 0, sizeof(r_worldentity)); AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]); VectorInverse(r_worldentity.axis[1]); r_worldentity.model = cl.worldmodel; Vector4Set(r_worldentity.shaderRGBAf, 1, 1, 1, 1); VectorSet(r_worldentity.light_avg, 1, 1, 1); if (cl.worldmodel) COM_StripExtension(COM_SkipPath(cl.worldmodel->name), namebuf, sizeof(namebuf)); else *namebuf = '\0'; Cvar_Set(&host_mapname, namebuf); Surf_DeInit(); r_viewleaf = NULL; r_oldviewleaf = NULL; r_viewcluster = -1; r_oldviewcluster = 0; r_viewcluster2 = -1; if (cl.worldmodel) { if (cl.worldmodel->loadstate == MLS_LOADING) COM_WorkerPartialSync(cl.worldmodel, &cl.worldmodel->loadstate, MLS_LOADING); Mod_ParseInfoFromEntityLump(cl.worldmodel); } if (!pe) Cvar_ForceCallback(&r_particlesystem); R_Clutter_Purge(); TRACE(("dbg: Surf_NewMap: clear particles\n")); P_ClearParticles (); TRACE(("dbg: Surf_NewMap: wiping them stains (getting the cloth out)\n")); Surf_WipeStains(); CL_RegisterParticles(); TRACE(("dbg: Surf_NewMap: building lightmaps\n")); Surf_BuildLightmaps (); TRACE(("dbg: Surf_NewMap: ui\n")); #ifdef VM_UI UI_Reset(); #endif TRACE(("dbg: Surf_NewMap: tp\n")); TP_NewMap(); R_SetSky(cl.skyname); for (i = 0; i < cl.num_statics; i++) { vec3_t mins, maxs; //fixme: no rotation if (cl_static_entities[i].ent.model) { //unfortunately, we need to know the actual size so that we can get this right. bum. if (cl_static_entities[i].ent.model->loadstate == MLS_NOTLOADED) Mod_LoadModel(cl_static_entities[i].ent.model, MLV_WARNSYNC); if (cl_static_entities[i].ent.model->loadstate == MLS_LOADING) COM_WorkerPartialSync(cl_static_entities[i].ent.model, &cl_static_entities[i].ent.model->loadstate, MLS_LOADING); VectorAdd(cl_static_entities[i].ent.origin, cl_static_entities[i].ent.model->mins, mins); VectorAdd(cl_static_entities[i].ent.origin, cl_static_entities[i].ent.model->maxs, maxs); } else { VectorCopy(mins, cl_static_entities[i].ent.origin); VectorCopy(maxs, cl_static_entities[i].ent.origin); } if (cl.worldmodel->funcs.FindTouchedLeafs) cl.worldmodel->funcs.FindTouchedLeafs(cl.worldmodel, &cl_static_entities[i].pvscache, mins, maxs); cl_static_entities[i].emit = NULL; } #ifdef RTLIGHTS Sh_PreGenerateLights(); #endif } void Surf_PreNewMap(void) { r_loadbumpmapping = r_deluxmapping || r_glsl_offsetmapping.ival; #ifdef RTLIGHTS r_loadbumpmapping |= r_shadow_realtime_world.ival || r_shadow_realtime_dlight.ival; #endif r_viewleaf = NULL; r_oldviewleaf = NULL; r_viewleaf2 = NULL; r_oldviewleaf2 = NULL; } static float sgn(float a) { if (a > 0.0F) return (1.0F); if (a < 0.0F) return (-1.0F); return (0.0F); } void R_ObliqueNearClip(float *viewmat, mplane_t *wplane) { float f; vec4_t q, c; vec3_t ping, pong; vec4_t vplane; //convert world plane into view space Matrix4x4_CM_Transform3x3(viewmat, wplane->normal, vplane); VectorScale(wplane->normal, wplane->dist, ping); Matrix4x4_CM_Transform3(viewmat, ping, pong); vplane[3] = -DotProduct(pong, vplane); // Calculate the clip-space corner point opposite the clipping plane // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and // transform it into camera space by multiplying it // by the inverse of the projection matrix q[0] = (sgn(vplane[0]) + r_refdef.m_projection[8]) / r_refdef.m_projection[0]; q[1] = (sgn(vplane[1]) + fabs(r_refdef.m_projection[9])) / fabs(r_refdef.m_projection[5]); q[2] = -1.0F; q[3] = (1.0F + r_refdef.m_projection[10]) / r_refdef.m_projection[14]; // Calculate the scaled plane vector f = 2.0F / DotProduct4(vplane, q); Vector4Scale(vplane, f, c); // Replace the third row of the projection matrix r_refdef.m_projection[2] = c[0]; r_refdef.m_projection[6] = c[1]; r_refdef.m_projection[10] = c[2] + 1.0F; r_refdef.m_projection[14] = c[3]; } #endif