/* 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" #include "glquake.h" #include "shader.h" #include "renderque.h" #include int skytexturenum; extern cvar_t gl_bump; extern qbyte areabits[MAX_Q2MAP_AREAS/8]; model_t *currentmodel; int lightmap_bytes; // 1, 3 or 4 int *lightmap_textures; int *deluxmap_textures; int detailtexture; #define MAX_LIGHTMAP_SIZE 256 vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE]; unsigned blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE]; #ifdef PEXT_LIGHTSTYLECOL unsigned greenblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE]; unsigned blueblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE]; #endif lightmapinfo_t **lightmap; int numlightmaps; msurface_t *r_alpha_surfaces = NULL; extern msurface_t *r_mirror_chain; mleaf_t *r_vischain; // linked list of visible leafs void R_RenderDynamicLightmaps (msurface_t *fa); extern cvar_t gl_detail; extern cvar_t r_stains; extern cvar_t r_loadlits; extern cvar_t r_stainfadetime; extern cvar_t r_stainfadeammount; extern cvar_t gl_waterripples; extern cvar_t gl_lightmapmode; //radius, x y z, r g b void GLR_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; mtexinfo_t *tex; #define stain(x) \ \ change = amm*parms[4+x]; \ if (change < 0) \ { if(change<-128)change=-128; \ if (stainbase[(s)*3+x] < change) \ {} \ else if (stainbase[(s)*3+x] < 0) \ stainbase[(s)*3+x] = change; \ else \ stainbase[(s)*3+x] += change; \ } \ else \ { if(change>127)change=127; \ if (stainbase[(s)*3+x] > change) \ {} \ else if (stainbase[(s)*3+x] > 0) \ stainbase[(s)*3+x] = change; \ else \ stainbase[(s)*3+x] += change; \ } stmap *stainbase; 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 /* void GLR_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)) { GLR_StainNode (node->children[0], parms); return; } if (dist < (-*parms)) { GLR_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; GLR_StainSurf(surf, parms); } GLR_StainNode (node->children[0], parms); GLR_StainNode (node->children[1], parms); } */ void GLR_StainQ3Node (mnode_t *node, float *parms) { // mplane_t *splitplane; // float dist; int i; if (node->contents != -1) { msurface_t **mark; mleaf_t *leaf; // mark the polygons leaf = (mleaf_t *)node; mark = leaf->firstmarksurface; for (i=0 ; inummarksurfaces ; i++) { GLR_StainSurf(*mark++, parms); } return; } /* splitplane = node->plane; dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist; if (dist > (*parms)) { GLR_StainQ2Node (node->children[0], parms); return; } if (dist < (-*parms)) { GLR_StainQ2Node (node->children[1], parms); return; }*/ GLR_StainQ3Node (node->children[0], parms); GLR_StainQ3Node (node->children[1], parms); } void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius) { physent_t *pe; int i; float parms[7]; if (!cl.worldmodel || !r_stains.value) 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]; pe->model->funcs.StainNode(pe->model->nodes+pe->model->hulls[0].firstclipnode, parms); } } } void GLR_WipeStains(void) { int i; for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) break; memset(lightmap[i]->stainmaps, 0, sizeof(lightmap[i]->stainmaps)); } } void GLR_LessenStains(void) { int i; msurface_t *surf; int smax, tmax; int s, t; stmap *stain; int stride; int ammount; static float time; if (!r_stains.value) return; time += host_frametime; if (time < r_stainfadetime.value) return; time-=r_stainfadetime.value; ammount = r_stainfadeammount.value; 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 if (*stain > ammount) //positive values reduce to 0 { *stain -= ammount; surf->stained=true; } else //close to 0 or 0 already. *stain = 0; stain++; } } } } } /* =============== R_AddDynamicLights =============== */ void GLR_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; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; for (lnum=0 ; 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) blocklights[t*smax + s] += (rad - dist)*a; } } } } void GLR_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=0 ; 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 void GLR_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; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; for (lnum=0 ; 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]; 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 { */ for (t = 0 ; t td) dist = sd + (td>>1); else dist = td + (sd>>1); if (dist < minlight) { blocklights[t*smax + s] += (rad - dist)*r; greenblklights[t*smax + s] += (rad - dist)*g; blueblklights[t*smax + s] += (rad - dist)*b; } } } // } } } #endif void GLR_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->rgblighting) deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata; else deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata; // clear to no light for (i=0 ; irgblighting) { 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 ; icached_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) GLR_BuildDeluxMap(surf, deluxdest); #ifdef PEXT_LIGHTSTYLECOL if (gl_lightmap_format == GL_RGBA || gl_lightmap_format == GL_RGB) { // set to full bright if no light data if (r_fullbright.value>0) //not qw { for (i=0 ; idlightframe == r_framecount) GLR_AddDynamicLightsColours (surf); } goto store; } if (!currentmodel->lightdata) { for (i=0 ; idlightframe == r_framecount) GLR_AddDynamicLightsColours (surf); goto store; } // clear to no light t = r_ambient.value*255; for (i=0 ; ifromgame == fg_quake3) //rgb { /* for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) //no light styles in q3 apparently. { 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; i < tmax; i++) //q3 maps store thier light in a block fashion, q1/q2/hl store it in a linear fashion. { for (j = 0; j < smax; j++) { blocklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3]; greenblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1]; blueblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2]; } } // memset(blocklights, 255, sizeof(blocklights)); } else if (currentmodel->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 (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative. { 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 & 1) for (i=0 ; istyles[maps]].colour & 2) for (i=0 ; istyles[maps]].colour & 4) for (i=0 ; idlightframe == r_framecount) GLR_AddDynamicLightsColours (surf); } else { #endif // set to full bright if no light data if (r_fullbright.value || !currentmodel->lightdata) { for (i=0 ; irgblighting) //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 for (i=0 ; istyles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction for (i=0 ; idlightframe == r_framecount) GLR_AddDynamicLights (surf); #ifdef PEXT_LIGHTSTYLECOL } #endif // bound, invert, and shift store: switch (gl_lightmap_format) { #ifdef PEXT_LIGHTSTYLECOL case GL_RGBA: stride -= (smax<<2); bl = blocklights; blg = greenblklights; blb = blueblklights; if (!r_stains.value) isstained = false; else isstained = surf->stained; /* if (!gl_lightcomponantreduction.value) { for (i=0 ; i>= 7; if (t > 255) dest[0] = 0; else if (t < 0) dest[0] = 256; else dest[0] = (255-t); t = *blg++; t >>= 7; if (t > 255) dest[1] = 0; else if (t < 0) dest[1] = 256; else dest[1] = (255-t); t = *blb++; t >>= 7; if (t > 255) dest[2] = 0; else if (t < 0) dest[2] = 256; else dest[2] = (255-t); dest[3] = 0;//(dest[0]+dest[1]+dest[2])/3; dest += 4; } } } else */ { stmap *stain; for (i=0 ; i>= 7; g = *blg++; g >>= 7; b = *blb++; b >>= 7; if (isstained) //do we need to add the stain? { r += *stain++; g += *stain++; b += *stain++; } 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; } // else if (r < 0) // r = 0; if (g > 255) { cr += (255-g)/4; cg -= (255-g)/2; cb += (255-g)/4; g = 255; } // else if (g < 0) // g = 0; if (b > 255) { cr += (255-b)/4; cg += (255-b)/4; cb -= (255-b)/2; b = 255; } // else if (b < 0) // b = 0; //* if ((r+cr) > 255) dest[0] = 0; //inverse lighting else if ((r+cr) < 0) dest[0] = 255; else dest[0] = 255-(r+cr); if ((g+cg) > 255) dest[1] = 0; else if ((g+cg) < 0) dest[1] = 255; else dest[1] = 255-(g+cg); if ((b+cb) > 255) dest[2] = 0; else if ((b+cb) < 0) dest[2] = 255; else dest[2] = 255-(b+cb); /*/ if ((r+cr) > 255) dest[0] = 255; //non-inverse lighting else if ((r+cr) < 0) dest[0] = 0; else dest[0] = (r+cr); if ((g+cg) > 255) dest[1] = 255; else if ((g+cg) < 0) dest[1] = 0; else dest[1] = (g+cg); if ((b+cb) > 255) dest[2] = 255; else if ((b+cb) < 0) dest[2] = 0; else dest[2] = (b+cb); */ dest[3] = (dest[0]+dest[1]+dest[2])/3; //alpha?!?! dest += 4; } } } break; case GL_RGB: stride -= smax*3; bl = blocklights; blg = greenblklights; blb = blueblklights; if (!r_stains.value) isstained = false; else isstained = surf->stained; /* if (!gl_lightcomponantreduction.value) { for (i=0 ; i>= 7; if (t > 255) dest[0] = 0; else if (t < 0) dest[0] = 256; else dest[0] = (255-t); t = *blg++; t >>= 7; if (t > 255) dest[1] = 0; else if (t < 0) dest[1] = 256; else dest[1] = (255-t); t = *blb++; t >>= 7; if (t > 255) dest[2] = 0; else if (t < 0) dest[2] = 256; else dest[2] = (255-t); dest += 3; } } } else */ { stmap *stain; for (i=0 ; i>= 7; g = *blg++; g >>= 7; b = *blb++; b >>= 7; if (isstained) //do we need to add the stain? { r += *stain++; g += *stain++; b += *stain++; } 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; } // else if (r < 0) // r = 0; if (g > 255) { cr += (255-g)/4; cg -= (255-g)/2; cb += (255-g)/4; g = 255; } // else if (g < 0) // g = 0; if (b > 255) { cr += (255-b)/4; cg += (255-b)/4; cb -= (255-b)/2; b = 255; } // else if (b < 0) // b = 0; //* if ((r+cr) > 255) dest[0] = 0; //inverse lighting else if ((r+cr) < 0) dest[0] = 255; else dest[0] = 255-(r+cr); if ((g+cg) > 255) dest[1] = 0; else if ((g+cg) < 0) dest[1] = 255; else dest[1] = 255-(g+cg); if ((b+cb) > 255) dest[2] = 0; else if ((b+cb) < 0) dest[2] = 255; else dest[2] = 255-(b+cb); /*/ if ((r+cr) > 255) dest[0] = 255; //non-inverse lighting else if ((r+cr) < 0) dest[0] = 0; else dest[0] = (r+cr); if ((g+cg) > 255) dest[1] = 255; else if ((g+cg) < 0) dest[1] = 0; else dest[1] = (g+cg); if ((b+cb) > 255) dest[2] = 255; else if ((b+cb) < 0) dest[2] = 0; else dest[2] = (b+cb); // */ dest += 3; } } } break; #else case GL_RGBA: stride -= (smax<<2); bl = blocklights; for (i=0 ; i>= 7; if (t > 255) t = 255; dest[3] = 255-t; dest += 4; } } break; #endif case GL_ALPHA: case GL_LUMINANCE: case GL_INTENSITY: bl = blocklights; for (i=0 ; i>= 7; if (t > 255) t = 255; dest[j] = 255-t; } } break; default: Sys_Error ("Bad lightmap format"); } } /* =============== R_TextureAnimation Returns the proper texture for a given time and base texture =============== */ texture_t *GLR_TextureAnimation (texture_t *base) { int reletive; int count; if (currententity->frame) { if (base->alternate_anims) base = base->alternate_anims; } if (!base->anim_total) return base; reletive = (int)(cl.time*10) % base->anim_total; count = 0; while (base->anim_min > reletive || base->anim_max <= reletive) { base = base->anim_next; if (!base) Sys_Error ("R_TextureAnimation: broken cycle"); if (++count > 100) Sys_Error ("R_TextureAnimation: infinite cycle"); } return base; } /* ============================================================= BRUSH MODELS ============================================================= */ extern int solidskytexture; extern int alphaskytexture; extern float speedscale; // for top sky and bottom sky #if 0 static void DrawGLWaterPoly (glpoly_t *p); static void DrawGLWaterPolyLightmap (glpoly_t *p); #endif qboolean mtexenabled = false; void GL_SelectTexture (GLenum target); void GL_DisableMultitexture(void) { if (mtexenabled) { glDisable(GL_TEXTURE_2D); GL_SelectTexture(mtexid0); mtexenabled = false; } } void GL_EnableMultitexture(void) { if (gl_mtexable) { GL_SelectTexture(mtexid1); glEnable(GL_TEXTURE_2D); mtexenabled = true; } } /* ================ DrawGLWaterPoly Warp the vertex coordinates ================ */ static void DrawGLWaterPoly (glpoly_t *p) { int i; float *v; vec3_t nv; GL_DisableMultitexture(); glBegin (GL_TRIANGLE_FAN); v = p->verts[0]; for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) { glTexCoord2f (v[3], v[4]); nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime); nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime); nv[2] = v[2]; glVertex3fv (nv); } glEnd (); } #if 0 static void DrawGLWaterPolyLightmap (glpoly_t *p) { int i; float *v; vec3_t nv; GL_DisableMultitexture(); glBegin (GL_TRIANGLE_FAN); v = p->verts[0]; for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) { glTexCoord2f (v[5], v[6]); nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime); nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime); nv[2] = v[2]; glVertex3fv (nv); } glEnd (); } #endif /* ================ DrawGLPoly ================ */ static void DrawGLPoly (glpoly_t *p) { int i; float *v; while(p) { glBegin (GL_POLYGON); v = p->verts[0]; for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) { glTexCoord2f (v[3], v[4]); glVertex3fv (v); } glEnd (); p=p->next; } } /* ================ R_BlendLightmaps ================ */ #if 0 static void R_BlendLightmaps (void) { int i, j; glpoly_t *p; float *v; glRect_t *theRect; #if 0 if (r_fullbright.value) return; #endif glDepthMask (0); // don't bother writing Z if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB) glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR); else if (gl_lightmap_format == GL_INTENSITY) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f (0,0,0,1); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if (gl_lightmap_format == GL_RGBA) { glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); } if (!r_lightmap.value) { glEnable (GL_BLEND); } else glDisable (GL_BLEND); for (i=0 ; ipolys; if (!p) continue; lightmap[i]->polys = NULL; GL_Bind(lightmap_textures[i]); if (lightmap[i]->modified) { lightmap[i]->modified = false; theRect = &lightmap[i]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[i]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } for ( ; p ; p=p->chain) { // if (p->flags & SURF_UNDERWATER) // DrawGLWaterPolyLightmap (p); if (((r_viewleaf->contents==Q1CONTENTS_EMPTY && (p->flags & SURF_UNDERWATER)) || (r_viewleaf->contents!=Q1CONTENTS_EMPTY && !(p->flags & SURF_UNDERWATER))) && !(p->flags & SURF_DONTWARP)) DrawGLWaterPolyLightmap (p); else { glBegin (GL_POLYGON); v = p->verts[0]; for (j=0 ; jnumverts ; j++, v+= VERTEXSIZE) { glTexCoord2f (v[5], v[6]); glVertex3fv (v); } glEnd (); } } } glDisable (GL_BLEND); if (gl_lightmap_format == GL_LUMINANCE) glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA || gl_lightmap_format == GL_RGB); else if (gl_lightmap_format == GL_INTENSITY) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f (1,1,1,1); } else if (gl_lightmap_format == GL_RGBA) glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask (1); // back to normal Z buffering } #endif /* ================ R_RenderBrushPoly ================ */ void R_RenderBrushPoly (msurface_t *fa) { texture_t *t; c_brush_polys++; if (fa->flags & SURF_DRAWSKY) { // warp texture, no lightmaps EmitBothSkyLayers (fa); return; } t = GLR_TextureAnimation (fa->texinfo->texture); GL_Bind (t->gl_texturenum); if (fa->flags & SURF_DRAWTURB) { // warp texture, no lightmaps EmitWaterPolys (fa, r_wateralphaval); glDisable(GL_BLEND); //to ensure. return; } //moved so lightmap is made first. if (((r_viewleaf->contents==Q1CONTENTS_EMPTY && (fa->flags & SURF_UNDERWATER)) || (r_viewleaf->contents!=Q1CONTENTS_EMPTY && !(fa->flags & SURF_UNDERWATER))) && !(fa->flags & SURF_DONTWARP)) DrawGLWaterPoly (fa->polys); else DrawGLPoly (fa->polys); } /* ================ R_RenderDynamicLightmaps Multitexture ================ */ void R_RenderDynamicLightmaps (msurface_t *fa) { qbyte *base, *luxbase; stmap *stainbase; int maps; glRect_t *theRect; int smax, tmax; if (!fa->polys) return; c_brush_polys++; if (fa->lightmaptexturenum<0) return; if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) ) return; if (fa->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) return; if (fa->texinfo->flags & (TEX_SPECIAL)) { if (cl.worldmodel->fromgame == fg_halflife) return; //some textures do this. } // fa->polys->chain = lightmap[fa->lightmaptexturenum]->polys; // lightmap[fa->lightmaptexturenum]->polys = fa->polys; // check for lightmap modification if (cl.worldmodel->fromgame != fg_quake3) //no lightstyles on q3 maps { for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ; maps++) if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps] #ifdef PEXT_LIGHTSTYLECOL || cl_lightstyle[fa->styles[maps]].colour != fa->cached_colour[maps] #endif ) goto dynamic; } if (fa->dlightframe == r_framecount // dynamic this frame || fa->cached_dlight) // dynamic previously { dynamic: 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; 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; base = lightmap[fa->lightmaptexturenum]->lightmaps; base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes; luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps; luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3; stainbase = lightmap[fa->lightmaptexturenum]->stainmaps; stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3; GLR_BuildLightMap (fa, base, luxbase, stainbase); } } /* ================ R_MirrorChain ================ */ void R_MirrorChain (msurface_t *s) { if (mirror) return; r_mirror_chain = s; mirror = true; mirror_plane = s->plane; } /* ================ R_DrawWaterSurfaces ================ */ void GLR_DrawWaterSurfaces (void) { int i; msurface_t *s; texture_t *t; if (r_wateralphaval == 1.0) return; // // go back to the world matrix // glLoadMatrixf (r_world_matrix); if (r_wateralphaval < 1.0) { glEnable (GL_BLEND); glDisable (GL_ALPHA_TEST); glColor4f (1,1,1,r_wateralphaval); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } if (gl_waterripples.value) { glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); } for (i=0 ; inumtextures ; i++) { t = cl.worldmodel->textures[i]; if (!t) continue; s = t->texturechain; if (!s) continue; if ( !(s->flags & SURF_DRAWTURB ) ) continue; // set modulate mode explicitly GL_Bind (t->gl_texturenum); for ( ; s ; s=s->texturechain) EmitWaterPolys (s, r_wateralphaval); t->texturechain = NULL; } if (r_wateralphaval < 1.0) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f (1,1,1,1); glDisable (GL_BLEND); } glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } static void GLR_DrawAlphaSurface(msurface_t *s) { glPushMatrix(); R_RotateForEntity(s->ownerent); GL_Bind(s->texinfo->texture->gl_texturenum); if (s->texinfo->flags & SURF_TRANS33) glColor4f (1,1,1,0.33); else if (s->texinfo->flags & SURF_TRANS66) glColor4f (1,1,1,0.66); else { if (s->flags & SURF_DRAWTURB) { glColor4f (1,1,1,1); EmitWaterPolys (s, r_wateralphaval); } else { if (gl_mtexable) { int i; float *v; glpoly_t *p; glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); GL_EnableMultitexture(); GL_Bind(lightmap_textures[s->lightmaptexturenum]); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); p = s->polys; glColor4f (1,1,1,1); while(p) { glBegin (GL_POLYGON); v = p->verts[0]; for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) { qglMTexCoord2fSGIS (mtexid0, v[3], v[4]); qglMTexCoord2fSGIS (mtexid1, v[5], v[6]); glVertex3fv (v); } glEnd (); p=p->next; } GL_DisableMultitexture(); } else { if (s->samples) //could do true vertex lighting... ? glColor4ub (*s->samples,*s->samples,*s->samples,255); else glColor4f (1,1,1,1); DrawGLPoly (s->polys); } } glPopMatrix(); return; } if (s->flags & SURF_DRAWTURB || s->texinfo->flags & SURF_WARP) EmitWaterPolys (s, r_wateralphaval); // else if(s->texinfo->flags & SURF_FLOWING) // PGM 9/16/98 // DrawGLFlowingPoly (s); // PGM else DrawGLPoly (s->polys); glPopMatrix(); } void GLR_DrawAlphaSurfaces (void) { msurface_t *s; vec3_t v; // // go back to the world matrix // glLoadMatrixf (r_world_matrix); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_ALPHA_TEST); glDisable(GL_BLEND); if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake3|| cl.worldmodel->fromgame == fg_quake2)) { //this is a mahoosive hack. //we need to use different blending modes for lights and 'rugs'... //we could do this by seeing if a texture includes alpha - rug, or if it's fully solid - light. if (cl.worldmodel->fromgame == fg_quake3) glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_COLOR); glDepthMask(0); //this makes no difference to the cheating. glDisable(GL_ALPHA_TEST); glEnable(GL_BLEND); } glColor4f (1,1,1,1); for (s=r_alpha_surfaces ; s ; s=s->nextalphasurface) { if (s->flags&0x80000) { Con_Printf("Infinate alpha surface loop detected\n"); break; } s->flags |= 0x80000; if (*s->texinfo->texture->name == '{') { //simple alpha testing. if (s->ownerent != currententity) { currententity = s->ownerent; glPopMatrix(); glPushMatrix(); R_RotateForEntity(currententity); } if (gl_mtexable) { int i; float *v; glpoly_t *p; GL_Bind(s->texinfo->texture->gl_texturenum); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); GL_EnableMultitexture(); GL_Bind(lightmap_textures[s->lightmaptexturenum]); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); p = s->polys; while(p) { glBegin (GL_POLYGON); v = p->verts[0]; for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) { qglMTexCoord2fSGIS (mtexid0, v[3], v[4]); qglMTexCoord2fSGIS (mtexid1, v[5], v[6]); glVertex3fv (v); } glEnd (); p=p->next; } GL_DisableMultitexture(); } else { if (s->samples) //could do true vertex lighting... ? glColor4ub (*s->samples,*s->samples,*s->samples,255); else glColor4f (1,1,1,1); DrawGLPoly (s->polys); glColor4f (1,1,1,1); } continue; } v[0] = s->plane->normal[0] * s->plane->dist+s->ownerent->origin[0]; v[1] = s->plane->normal[1] * s->plane->dist+s->ownerent->origin[1]; v[2] = s->plane->normal[2] * s->plane->dist+s->ownerent->origin[2]; RQ_AddDistReorder((void*)GLR_DrawAlphaSurface, s, NULL, v); } for (s=r_alpha_surfaces ; s ; s=s->nextalphasurface) { if (!(s->flags&0x80000)) break; s->flags &= ~0x80000; } RQ_RenderDistAndClear(); glDepthMask(1); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f (1,1,1,1); glDisable (GL_BLEND); r_alpha_surfaces = NULL; glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } #if 0 static void vecMatMult(GLfloat vecIn[3], GLfloat m[16], GLfloat vecOut[3]) { vecOut[0] = (vecIn[0]*m[ 0]) + (vecIn[1]*m[ 4]) + (vecIn[2]*m[ 8]) + m[12]; vecOut[1] = (vecIn[0]*m[ 1]) + (vecIn[1]*m[ 5]) + (vecIn[2]*m[ 9]) + m[13]; vecOut[2] = (vecIn[0]*m[ 2]) + (vecIn[1]*m[ 6]) + (vecIn[2]*m[10]) + m[14]; } static void matrixInvert(GLfloat in[16], GLfloat out[16]) { // Transpose rotation out[ 0] = in[ 0]; out[ 1] = in[ 4]; out[ 2] = in[ 8]; out[ 4] = in[ 1]; out[ 5] = in[ 5]; out[ 6] = in[ 9]; out[ 8] = in[ 2]; out[ 9] = in[ 6]; out[10] = in[10]; // Clear shearing terms out[3] = 0.0f; out[7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; // Translation is minus the dot of tranlation and rotations out[12] = -(in[12]*in[ 0]) - (in[13]*in[ 1]) - (in[14]*in[ 2]); out[13] = -(in[12]*in[ 4]) - (in[13]*in[ 5]) - (in[14]*in[ 6]); out[14] = -(in[12]*in[ 8]) - (in[13]*in[ 9]) - (in[14]*in[10]); } #endif void VectorVectors(vec3_t forward, vec3_t right, vec3_t up); /* ================ DrawTextureChains ================ */ #if 0 static void DrawTextureChains (model_t *model, float alpha, vec3_t relativelightorigin) { int i; msurface_t *s, *last = NULL, *first=NULL, *cf; texture_t *t; int vi; glRect_t *theRect; glpoly_t *p; float *v; extern int gl_bumpmappingpossible; extern int normalisationCubeMap; qboolean bumpmapping=gl_bump.value && gl_bumpmappingpossible && (alpha == 1) && (normalisationCubeMap || currentmodel->deluxdata); if (model == cl.worldmodel && skytexturenum>=0) { t = model->textures[skytexturenum]; if (t) { s = t->texturechain; if (s) { t->texturechain = NULL; R_DrawSkyChain (s); } } } if (alpha == 1) { glDisable(GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } if (currententity->drawflags & MLS_ABSLIGHT) glColor4f(currententity->abslight/255.0f, currententity->abslight/255.0f, currententity->abslight/255.0f, alpha); else glColor4f(1, 1, 1, alpha); for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t) continue; s = t->texturechain; if (!s) continue; t->texturechain = NULL; if (i == skytexturenum && model == cl.worldmodel) R_DrawSkyChain (s); else if (i == mirrortexturenum && model == cl.worldmodel && r_mirroralpha.value != 1.0) R_MirrorChain (s); else { if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0) { t->texturechain = s; continue; // draw translucent water later } if (last) last->texturechain = s; else first = s; t = GLR_TextureAnimation (t); cf = s; if (gl_mtexable && alpha == 1) { if (s->lightmaptexturenum<0 || currententity->drawflags & MLS_ABSLIGHT) { //vertex lighting required. GL_DisableMultitexture(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); for (s=cf ; s ; s=s->texturechain) { R_RenderBrushPoly (s); } continue; } if (cf->flags & SURF_DRAWTURB) { GL_DisableMultitexture(); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Bind (s->texinfo->texture->gl_texturenum); for (s=cf; s ; s=s->texturechain) EmitWaterPolys (s); if (alpha == 1) { glDisable(GL_BLEND); glColor4f(1, 1, 1, 1); } else { glEnable(GL_BLEND); glColor4f(1, 1, 1, alpha); } if (last) //don't include this chain for details. last->texturechain = NULL; continue; } if (bumpmapping && t->gl_texturenumbumpmap) { vec3_t light; GL_DisableMultitexture(); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glEnable(GL_ALPHA_TEST); glColor4f(1, 1, 1, 1); glDisable(GL_BLEND); //Bind normal map to texture unit 0 GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); //Set up texture environment to do (tex0 dot tex1)*color glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); qglActiveTextureARB(GL_TEXTURE1_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); if (gl_bump.value < 0) { if (currentmodel->deluxdata) { glEnable(GL_TEXTURE_2D); for (s = cf; s ; s=s->texturechain) { vi = s->lightmaptexturenum; GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] ); if (lightmap[vi]->deluxmodified) { lightmap[vi]->deluxmodified = false; theRect = &lightmap[vi]->deluxrectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE, lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } for (p = s->polys; p; p=p->next) { glBegin(GL_POLYGON); v = p->verts[0]; for (vi=0 ; vinumverts ; vi++, v+= VERTEXSIZE) { qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]); qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[5], v[6]); glVertex3fv (v); } glEnd (); } } glDisable(GL_TEXTURE_2D); } else { GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap); glEnable(GL_TEXTURE_CUBE_MAP_ARB); qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, sin(-r_refdef.viewangles[1]/180*M_PI), cos(-r_refdef.viewangles[1]/180*M_PI), 1); for (s = cf; s ; s=s->texturechain) { vi = s->lightmaptexturenum; for (p = s->polys; p; p=p->next) { glBegin(GL_POLYGON); v = p->verts[0]; for (vi=0 ; vinumverts ; vi++, v+= VERTEXSIZE) { qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]); glVertex3fv (v); } glEnd (); } } glDisable(GL_TEXTURE_CUBE_MAP_ARB); } } else { GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap); glEnable(GL_TEXTURE_CUBE_MAP_ARB); for (s = cf; s ; s=s->texturechain) { for (p = s->polys; p; p=p->next) { glBegin(GL_POLYGON); v = p->verts[0]; for (vi=0 ; vinumverts ; vi++, v+= VERTEXSIZE) { light[0] = relativelightorigin[0] - v[0]; light[1] = relativelightorigin[1] - v[1]; light[2] = relativelightorigin[2] - v[2]; qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]); qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, -DotProduct(vup, light), -DotProduct(vright, light), gl_bump.value/2*-DotProduct(vpn, light)); glVertex3fv (v); } glEnd (); } } glDisable(GL_TEXTURE_CUBE_MAP_ARB); } qglActiveTextureARB(GL_TEXTURE0_ARB); currenttexture=0; glEnable (GL_BLEND); glBlendFunc(GL_DST_COLOR, GL_ZERO); glColor4f(1, 1, 1, 1); // Binds world to texture env 0 GL_SelectTexture(mtexid0); GL_Bind (t->gl_texturenum); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); } else { // Binds world to texture env 0 GL_SelectTexture(mtexid0); GL_Bind (t->gl_texturenum); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); } for (s=cf; s; s=s->texturechain) { // R_RenderDynamicLightmaps (s); vi = s->lightmaptexturenum; // Binds lightmap to texenv 1 GL_Bind (lightmap_textures[vi]); if (lightmap[vi]->modified) { lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } for (p = s->polys; p; p=p->next) { glBegin(GL_POLYGON); v = p->verts[0]; for (vi=0 ; vinumverts ; vi++, v+= VERTEXSIZE) { qglMTexCoord2fSGIS (mtexid0, v[3], v[4]); qglMTexCoord2fSGIS (mtexid1, v[5], v[6]); glVertex3fv (v); } glEnd (); } last = s; } } else { for (s=cf ; s ; s=s->texturechain) { R_RenderBrushPoly (s); last = s; } } if (alpha == 1) { glDisable(GL_BLEND); glColor4f(1, 1, 1, 1); } else { glEnable(GL_BLEND); glColor4f(1, 1, 1, alpha); } glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } if (gl_mtexable) GL_DisableMultitexture(); else R_BlendLightmaps(); //add luminance? if (first && detailtexture && gl_detail.value && alpha == 1) { GL_Bind(detailtexture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR); glEnable(GL_BLEND); glDepthMask(0); for (s=first ; s ; s=s->texturechain) { for (p = s->polys; p; p=p->next) { glBegin(GL_POLYGON); v = p->verts[0]; for (i = 0; i < p->numverts; i++, v += VERTEXSIZE) { glTexCoord2f (v[5] * 18, v[6] * 18); glVertex3fv (v); } glEnd(); } } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glDisable(GL_BLEND); glDepthMask(1); } glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } #endif /* ================= R_DrawBrushModel ================= */ #if 0 static void R_DrawBrushModel (entity_t *e) { int i; int k; vec3_t mins, maxs; msurface_t *psurf, *first; float dot; mplane_t *pplane; qboolean rotated; currententity = e; currenttexture = -1; currentmodel = e->model; if (e->angles[0] || e->angles[1] || e->angles[2]) { rotated = true; for (i=0 ; i<3 ; i++) { mins[i] = e->origin[i] - currentmodel->radius; maxs[i] = e->origin[i] + currentmodel->radius; } } else { rotated = false; VectorAdd (e->origin, currentmodel->mins, mins); VectorAdd (e->origin, currentmodel->maxs, maxs); } if (R_CullBox (mins, maxs)) return; VectorSubtract (r_refdef.vieworg, e->origin, modelorg); if (rotated) { vec3_t temp; vec3_t forward, right, up; VectorCopy (modelorg, temp); AngleVectors (e->angles, forward, right, up); modelorg[0] = DotProduct (temp, forward); modelorg[1] = -DotProduct (temp, right); modelorg[2] = DotProduct (temp, up); } psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface]; // calculate dynamic lighting for bmodel if it's not an // instanced model if (currentmodel->firstmodelsurface != 0 && !r_flashblend.value) { for (k=0 ; kfuncs.MarkLights (&cl_dlights[k], 1<nodes + currentmodel->hulls[0].firstclipnode); } } glPushMatrix (); e->angles[0] = -e->angles[0]; // stupid quake bug glTranslatef(-0.03, -0.03, 0.03); R_RotateForEntity (e); e->angles[0] = -e->angles[0]; // stupid quake bug first = NULL; // // draw texture // for (i=0 ; inummodelsurfaces ; i++, psurf++) { // find which side of the node we are on pplane = psurf->plane; // if (psurf->plane) { dot = DotProduct (modelorg, pplane->normal) - pplane->dist; // draw the polygon if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { R_RenderDynamicLightmaps (psurf); if (psurf->flags & SURF_DRAWALPHA || psurf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66) ) { // add to the translucent chain psurf->nextalphasurface = r_alpha_surfaces; r_alpha_surfaces = psurf; psurf->ownerent = e; } else { psurf->texturechain = psurf->texinfo->texture->texturechain; psurf->texinfo->texture->texturechain = psurf; } } } } VectorSubtract(r_refdef.vieworg, e->origin, mins); //fixme: rotation. if (e->drawflags & DRF_TRANSLUCENT) DrawTextureChains(currentmodel, e->alpha*0.4, mins); else DrawTextureChains(currentmodel, e->alpha, mins); glPopMatrix (); } #endif /* ============================================================= WORLD MODEL ============================================================= */ /* ================ R_RecursiveWorldNode ================ */ static void GLR_RecursiveWorldNode (mnode_t *node) { int c, side; mplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; double dot; if (node->contents == Q1CONTENTS_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 < 0) { pleaf = (mleaf_t *)node; mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark++)->visframe = r_framecount; } while (--c); } // deal with model fragments in this leaf if (pleaf->efrags) R_StoreEfrags (&pleaf->efrags); return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; switch (plane->type) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } if (dot >= 0) side = 0; else side = 1; // recurse down the children, front side first GLR_RecursiveWorldNode (node->children[side]); // 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; // surf->visframe = -1; // don't backface underwater surfaces, because they warp if ( !(surf->flags & SURF_UNDERWATER) && ( (dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) ) continue; // wrong side if ( !(((r_viewleaf->contents==Q1CONTENTS_EMPTY && (surf->flags & SURF_UNDERWATER)) || (r_viewleaf->contents!=Q1CONTENTS_EMPTY && !(surf->flags & SURF_UNDERWATER))) && !(surf->flags & SURF_DONTWARP)) && ( (dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) ) continue; // wrong side R_RenderDynamicLightmaps (surf); // if sorting by texture, just store it out if (surf->flags & SURF_DRAWALPHA) { // add to the translucent chain surf->nextalphasurface = r_alpha_surfaces; r_alpha_surfaces = surf; surf->ownerent = &r_worldentity; } else { surf->texturechain = surf->texinfo->texture->texturechain; surf->texinfo->texture->texturechain = surf; } } } } // recurse down the back side GLR_RecursiveWorldNode (node->children[!side]); } #ifdef Q2BSPS static void GLR_RecursiveQ2WorldNode (mnode_t *node) { int c, side; mplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; double dot; int sidebit; if (node->contents == Q2CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; if (R_CullBox (node->minmaxs, node->minmaxs+3)) return; // if a leaf node, draw stuff if (node->contents != -1) { pleaf = (mleaf_t *)node; // check for door connected areas // if (areabits) { if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) ) return; // not visible } mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark)->visframe = r_framecount; mark++; } while (--c); } return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; switch (plane->type) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } if (dot >= 0) { side = 0; sidebit = 0; } else { side = 1; sidebit = SURF_PLANEBACK; } // recurse down the children, front side first GLR_RecursiveQ2WorldNode (node->children[side]); // draw stuff for ( c = node->numsurfaces, surf = currentmodel->surfaces + node->firstsurface; c ; c--, surf++) { if (surf->visframe != r_framecount) continue; if ( (surf->flags & SURF_PLANEBACK) != sidebit ) continue; // wrong side surf->visframe = r_framecount+1;//-1; R_RenderDynamicLightmaps (surf); if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) { // add to the translucent chain surf->nextalphasurface = r_alpha_surfaces; r_alpha_surfaces = surf; surf->ownerent = &r_worldentity; continue; } surf->texturechain = surf->texinfo->texture->texturechain; surf->texinfo->texture->texturechain = surf; } // recurse down the back side GLR_RecursiveQ2WorldNode (node->children[!side]); } #endif #ifdef Q3BSPS static void GLR_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->mesh) // { // GL_DrawMesh(surf->mesh, NULL, surf->texinfo->texture->gl_texturenum, lightmap_textures+ surf->lightmaptexturenum); // } // else // R_DrawSequentialPoly ( surf ); /* if (surf->flags & SURF_DRAWALPHA) { // add to the translucent chain surf->nextalphasurface = r_alpha_surfaces; r_alpha_surfaces = surf; surf->ownerent = &r_worldentity; continue; } else*/ { /* if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) { // add to the translucent chain surf->nextalphasurface = r_alpha_surfaces; r_alpha_surfaces = surf; surf->ownerent = &r_worldentity; continue; }*/ surf->texturechain = surf->texinfo->texture->texturechain; surf->texinfo->texture->texturechain = surf; } } } while (--i); // c_world_leafs++; } } #endif /* ============= R_DrawWorld ============= */ void R_DrawWorld (void) { entity_t ent; memset (&ent, 0, sizeof(ent)); ent.model = cl.worldmodel; currentmodel = cl.worldmodel; VectorCopy (r_refdef.vieworg, modelorg); currententity = &ent; currenttexture = -1; #ifdef TERRAINMAPS if (ent.model->type == mod_terrain) DrawTerrain(); else #endif { glColor3f (1,1,1); //#ifdef QUAKE2 R_ClearSkyBox (); //#endif #ifdef Q2BSPS if (ent.model->fromgame == fg_quake2 || ent.model->fromgame == fg_quake3) { int leafnum; int clientarea; int CM_WriteAreaBits (qbyte *buffer, int area); if (cls.q2server) //we can get server sent info memcpy(areabits, cl.q2frame.areabits, sizeof(areabits)); else { //generate the info each frame. leafnum = CM_PointLeafnum (r_refdef.vieworg); clientarea = CM_LeafArea (leafnum); CM_WriteAreaBits(areabits, clientarea); } #ifdef Q3BSPS if (ent.model->fromgame == fg_quake3) { GLR_LeafWorldNode (); } else #endif GLR_RecursiveQ2WorldNode (cl.worldmodel->nodes); } else #endif GLR_RecursiveWorldNode (cl.worldmodel->nodes); // if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable) PPL_DrawWorld(); // else // DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GLR_LessenStains(); } } /* =============== R_MarkLeaves =============== */ void GLR_MarkLeaves (void) { qbyte fatvis[MAX_MAP_LEAFS/8]; qbyte *vis; mnode_t *node; int i; qbyte solid[4096]; #ifdef Q3BSPS if (cl.worldmodel->fromgame == fg_quake3) { int cluster; mleaf_t *leaf; if (r_oldviewcluster == r_viewcluster && !r_novis.value && r_viewcluster != -1) return; // development aid to let you run around and see exactly where // the pvs ends // if (r_lockpvs->value) // return; r_vischain = NULL; r_visframecount++; r_oldviewcluster = r_viewcluster; if (r_novis.value || r_viewcluster == -1 || !cl.worldmodel->vis ) { // mark everything for (i=0,leaf=cl.worldmodel->leafs ; inumleafs ; i++, leaf++) { if ( !leaf->nummarksurfaces ) { continue; } leaf->visframe = r_visframecount; leaf->vischain = r_vischain; r_vischain = leaf; } return; } vis = CM_ClusterPVS (r_viewcluster, NULL);//, cl.worldmodel); for (i=0,leaf=cl.worldmodel->leafs ; inumleafs ; i++, leaf++) { cluster = leaf->cluster; if ( cluster == -1 || !leaf->nummarksurfaces ) { continue; } if ( vis[cluster>>3] & (1<<(cluster&7)) ) { leaf->visframe = r_visframecount; leaf->vischain = r_vischain; r_vischain = leaf; } } return; } #endif #ifdef Q2BSPS if (cl.worldmodel->fromgame == fg_quake2) { int c; mleaf_t *leaf; int cluster; if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2) return; r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; if (r_novis.value == 2) return; r_visframecount++; if (r_novis.value || r_viewcluster == -1 || !cl.worldmodel->vis) { // mark everything for (i=0 ; inumleafs ; i++) cl.worldmodel->leafs[i].visframe = r_visframecount; for (i=0 ; inumnodes ; i++) cl.worldmodel->nodes[i].visframe = r_visframecount; return; } vis = CM_ClusterPVS (r_viewcluster, NULL);//, cl.worldmodel); // may have to combine two clusters because of solid water boundaries if (r_viewcluster2 != r_viewcluster) { memcpy (fatvis, vis, (cl.worldmodel->numleafs+7)/8); vis = CM_ClusterPVS (r_viewcluster2, NULL);//, cl.worldmodel); c = (cl.worldmodel->numleafs+31)/32; for (i=0 ; ileafs ; inumleafs ; i++, leaf++) { cluster = leaf->cluster; if (cluster == -1) continue; if (vis[cluster>>3] & (1<<(cluster&7))) { node = (mnode_t *)leaf; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } return; } #endif if (((r_oldviewleaf == r_viewleaf && r_oldviewleaf2 == r_viewleaf2) && !r_novis.value) || r_novis.value == 2) return; // if (mirror) // return; r_visframecount++; r_oldviewleaf = r_viewleaf; r_oldviewleaf2 = r_viewleaf2; if (r_novis.value) { vis = solid; memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3); } else if (r_viewleaf2) { int c; GLMod_LeafPVS (r_viewleaf2, cl.worldmodel, fatvis); vis = GLMod_LeafPVS (r_viewleaf, cl.worldmodel, NULL); c = (cl.worldmodel->numleafs+31)/32; for (i=0 ; inumleafs ; i++) { if (vis[i>>3] & (1<<(i&7))) { node = (mnode_t *)&cl.worldmodel->leafs[i+1]; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } } /* ============================================================================= LIGHTMAP ALLOCATION ============================================================================= */ // returns a texture number and the position inside it int GLAllocBlock (int w, int h, int *x, int *y) { 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_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4)); lightmap_textures[numlightmaps+0] = texture_extension_number++; lightmap_textures[numlightmaps+1] = texture_extension_number++; lightmap_textures[numlightmaps+2] = texture_extension_number++; lightmap_textures[numlightmaps+3] = texture_extension_number++; deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4)); deluxmap_textures[numlightmaps+0] = texture_extension_number++; deluxmap_textures[numlightmaps+1] = texture_extension_number++; deluxmap_textures[numlightmaps+2] = texture_extension_number++; deluxmap_textures[numlightmaps+3] = texture_extension_number++; numlightmaps+=4; } if (!lightmap[texnum]) { lightmap[texnum] = BZ_Malloc(sizeof(*lightmap[texnum])); } 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 thier lightmaps in gl style already. //rather than forgetting that and redoing it, let's just keep the data. int GLFillBlock (int texnum, int w, int h, int x, int y) { int i; 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_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4)); lightmap_textures[numlightmaps+0] = texture_extension_number++; lightmap_textures[numlightmaps+1] = texture_extension_number++; lightmap_textures[numlightmaps+2] = texture_extension_number++; lightmap_textures[numlightmaps+3] = texture_extension_number++; deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4)); deluxmap_textures[numlightmaps+0] = texture_extension_number++; deluxmap_textures[numlightmaps+1] = texture_extension_number++; deluxmap_textures[numlightmaps+2] = texture_extension_number++; deluxmap_textures[numlightmaps+3] = texture_extension_number++; numlightmaps+=4; } for (i = texnum; i >= 0; i--) { if (!lightmap[i]) lightmap[i] = BZ_Malloc(sizeof(*lightmap[i])); else break; } for (i=0 ; iallocated[x + i] = y + h; } return texnum; } mvertex_t *r_pcurrentvertbase; int nColinElim; /* ================ BuildSurfaceDisplayList ================ */ void BuildSurfaceDisplayList (msurface_t *fa) { int i, lindex, lnumverts; medge_t *pedges, *r_pedge; int vertpage; float *vec; float s, t; float distoff; vec3_t offcenter; glpoly_t *poly; int lm; // reconstruct the polygon pedges = currentmodel->edges; lnumverts = fa->numedges; vertpage = 0; if (!currentmodel->surfedges) return; //q3 map. // // draw texture // poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "SDList"); poly->next = fa->polys; fa->polys = poly; poly->numverts = lnumverts; fa->center[0]=0; fa->center[1]=0; fa->center[2]=0; for (i=0 ; isurfedges[fa->firstedge + i]; if (lindex > 0) { r_pedge = &pedges[lindex]; vec = r_pcurrentvertbase[r_pedge->v[0]].position; } else { r_pedge = &pedges[-lindex]; vec = r_pcurrentvertbase[r_pedge->v[1]].position; } VectorAdd(vec, fa->center, fa->center); 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, poly->verts[i]); poly->verts[i][3] = s/fa->texinfo->texture->width; poly->verts[i][4] = t/fa->texinfo->texture->height; // // lightmap texture coordinates // s -= fa->texturemins[0]; lm = s*fa->light_t; s += fa->light_s*16; s += 8; s /= LMBLOCK_WIDTH*16; //fa->texinfo->texture->width; t -= fa->texturemins[1]; lm += t; t += fa->light_t*16; t += 8; t /= LMBLOCK_HEIGHT*16; //fa->texinfo->texture->height; poly->verts[i][5] = s; poly->verts[i][6] = t; #ifdef SPECULAR /* if (currentmodel->deluxdata&&fa->samples) { qbyte *dlm = fa->samples - currentmodel->lightdata + currentmodel->deluxdata; dlm += lm; poly->verts[i][7] = (dlm[0]-127)/128.0f; poly->verts[i][8] = (dlm[1]-127)/128.0f; poly->verts[i][9] = (dlm[2]-127)/128.0f; } else*/ if (fa->flags & SURF_PLANEBACK) { VectorNegate(fa->plane->normal, (poly->verts[i]+7)); } else VectorCopy(fa->plane->normal, (poly->verts[i]+7)); #endif } fa->center[0]/=lnumverts; fa->center[1]/=lnumverts; fa->center[2]/=lnumverts; fa->radius = 0; for (i=0 ; iverts[0], fa->center, offcenter); distoff = Length(offcenter); if (distoff > fa->radius) fa->radius = distoff; } // // remove co-linear points - Ed // if (!gl_keeptjunctions.value && !(fa->flags & SURF_UNDERWATER) ) { for (i = 0 ; i < lnumverts ; ++i) { vec3_t v1, v2; float *prev, *this, *next; prev = poly->verts[(i + lnumverts - 1) % lnumverts]; this = poly->verts[i]; next = poly->verts[(i + 1) % lnumverts]; VectorSubtract( this, prev, v1 ); VectorNormalize( v1 ); VectorSubtract( next, prev, v2 ); VectorNormalize( v2 ); // skip co-linear points #define COLINEAR_EPSILON 0.001 if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) && (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON)) { int j; for (j = i + 1; j < lnumverts; ++j) { int k; for (k = 0; k < VERTEXSIZE; ++k) poly->verts[j - 1][k] = poly->verts[j][k]; } --lnumverts; ++nColinElim; // retry next vertex next time, which is now current vertex --i; } } } #ifdef SHADERS //adjust the s + t coords so we can rotate around the center of the texture rather than the center of the world. s=0;t=0; for (i=0 ; iverts[i][3]; t+=poly->verts[i][4]; } poly->texcenter[0] = s/lnumverts; poly->texcenter[1] = t/lnumverts; s = (int)poly->texcenter[0]; t = (int)poly->texcenter[1]; if (s <=0)s--; if (t <=0)t--; poly->texcenter[0] -= s; poly->texcenter[1] -= t; for (i=0 ; iverts[i][3] -= s; poly->verts[i][4] -= t; } #endif poly->numverts = lnumverts; } /* ======================== GL_CreateSurfaceLightmap ======================== */ void GL_CreateSurfaceLightmap (msurface_t *surf) { int smax, tmax; qbyte *base, *luxbase; stmap *stainbase; if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) { surf->lightmaptexturenum = -1; return; } if (currentmodel->fromgame == fg_halflife) if (surf->texinfo->flags & TEX_SPECIAL) { surf->lightmaptexturenum = -1; return; //it comes in stupid sizes. } if (surf->lightmaptexturenum<0) return; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; if (currentmodel->fromgame == fg_quake3) GLFillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t); else surf->lightmaptexturenum = GLAllocBlock (smax, tmax, &surf->light_s, &surf->light_t); 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; GLR_BuildLightMap (surf, base, luxbase, stainbase); } void GLSurf_DeInit(void) { int i; for (i = 0; i < numlightmaps; i++) { if (!lightmap[i]) break; BZ_Free(lightmap[i]); lightmap[i] = NULL; } if (lightmap_textures) BZ_Free(lightmap_textures); if (lightmap) BZ_Free(lightmap); lightmap_textures=NULL; lightmap=NULL; numlightmaps=0; } /* ================== GL_BuildLightmaps Builds the lightmap texture with all the surfaces from all brush models ================== */ void GL_BuildLightmaps (void) { int i, j; model_t *m; msurface_t *fa; 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. if (cl.worldmodel->rgblighting || cl.worldmodel->deluxdata || r_loadlits.value) gl_lightmap_format = GL_RGB; else gl_lightmap_format = GL_LUMINANCE; if (COM_CheckParm ("-lm_1")) gl_lightmap_format = GL_LUMINANCE; if (COM_CheckParm ("-lm_a")) gl_lightmap_format = GL_ALPHA; if (COM_CheckParm ("-lm_i")) gl_lightmap_format = GL_INTENSITY; if (COM_CheckParm ("-lm_3")) gl_lightmap_format = GL_RGB; if (COM_CheckParm ("-lm_4")) gl_lightmap_format = GL_RGBA; if (*gl_lightmapmode.string) { switch(*gl_lightmapmode.string) { case '1': gl_lightmap_format = GL_LUMINANCE; break; case 'a': gl_lightmap_format = GL_ALPHA; break; case 'i': gl_lightmap_format = GL_INTENSITY; break; case '3': gl_lightmap_format = GL_RGB; break; case '4': gl_lightmap_format = GL_RGBA; break; default: Con_Printf("%s contains unrecognised type\n", gl_lightmapmode.name); case '0': break; } } if (cl.worldmodel->fromgame == fg_quake3 && gl_lightmap_format != GL_RGB && gl_lightmap_format != GL_RGBA) gl_lightmap_format = GL_RGB; switch (gl_lightmap_format) { case GL_RGBA: lightmap_bytes = 4; break; case GL_RGB: lightmap_bytes = 3; break; case GL_LUMINANCE: case GL_INTENSITY: case GL_ALPHA: lightmap_bytes = 1; break; } for (j=1 ; jname[0] == '*') continue; r_pcurrentvertbase = m->vertexes; currentmodel = m; for (i=0 ; inumsurfaces ; i++) { fa = &m->surfaces[i]; VectorCopy(fa->plane->normal, fa->normal); if (fa->flags & SURF_PLANEBACK) { fa->normal[0]*=-1; fa->normal[1]*=-1; fa->normal[2]*=-1; } GL_CreateSurfaceLightmap (m->surfaces + i); if (m->surfaces[i].texinfo->texture->parttype>=0) R_EmitSkyEffectTris(m, &m->surfaces[i]); if ( m->surfaces[i].flags & SURF_DRAWTURB ) continue; if ( m->surfaces[i].flags & SURF_DRAWSKY ) { if (currentmodel->fromgame != fg_quake2) continue; } BuildSurfaceDisplayList (m->surfaces + i); } } // // upload all lightmaps that were filled // for (i=0 ; imodified = false; lightmap[i]->rectchange.l = LMBLOCK_WIDTH; lightmap[i]->rectchange.t = LMBLOCK_HEIGHT; lightmap[i]->rectchange.w = 0; lightmap[i]->rectchange.h = 0; GL_Bind(lightmap_textures[i]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes , LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[i]->lightmaps); lightmap[i]->deluxmodified = false; lightmap[i]->deluxrectchange.l = LMBLOCK_WIDTH; lightmap[i]->deluxrectchange.t = LMBLOCK_HEIGHT; lightmap[i]->deluxrectchange.w = 0; lightmap[i]->deluxrectchange.h = 0; GL_Bind(deluxmap_textures[i]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D (GL_TEXTURE_2D, 0, 3 , LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps); } }