fteqw/engine/client/r_surf.c
Spoike 946b5d6f52 lots of useless stuff.
will attempt to load doom3 maps.
_gl_fog 1 and friends can be used to activate fog, still needs tweeks for use, not a final feature at all.
added gl_screenangle which rotates the screen, including hud.
seems to be some nvidia driver issue. may need end-tasking after video shuts down (including from-fullscreen vid_restarts).
double-frees on glsl shaders is now supposedly fixed.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3735 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-02-25 04:22:14 +00:00

2709 lines
64 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#include <math.h>
extern cvar_t r_ambient;
extern cvar_t gl_bump;
static vec3_t modelorg; /*set before recursively entering the visible surface finder*/
static qbyte areabits[MAX_Q2MAP_AREAS/8];
model_t *currentmodel;
int lightmap_bytes; // 1, 3 or 4
qboolean lightmap_bgra;
texid_t *lightmap_textures;
texid_t *deluxmap_textures;
#define MAX_LIGHTMAP_SIZE LMBLOCK_WIDTH
vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blocklights[3*MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
lightmapinfo_t **lightmap;
int numlightmaps;
mleaf_t *r_vischain; // linked list of visible leafs
extern cvar_t r_stains;
extern cvar_t r_loadlits;
extern cvar_t r_stainfadetime;
extern cvar_t r_stainfadeammount;
int Surf_LightmapShift (model_t *model)
{
extern cvar_t gl_overbright_all, gl_lightmap_shift;
if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT))
return bound(0, gl_lightmap_shift.ival, 2);
return 0;
}
//radius, x y z, r g b
void Surf_StainSurf (msurface_t *surf, float *parms)
{
int sd, td;
float dist, rad, minlight;
float change;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
float amm;
int lim;
mtexinfo_t *tex;
stmap *stainbase;
lim = 255 - (r_stains.value*255);
#define stain(x) \
change = stainbase[(s)*3+x] + amm*parms[4+x]; \
stainbase[(s)*3+x] = bound(lim, change, 255);
if (surf->lightmaptexturenum < 0)
return;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
rad = *parms;
dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist;
rad -= fabs(dist);
minlight = 0;
if (rad < minlight) //not hit
return;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
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*LMBLOCK_WIDTH;
}
if (surf->stained)
surf->cached_dlight=-1;
}
//combination of R_AddDynamicLights and R_MarkLights
/*
static void Surf_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
Surf_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
Surf_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
continue;
Surf_StainSurf(surf, parms);
}
Surf_StainNode (node->children[0], parms);
Surf_StainNode (node->children[1], parms);
}
*/
void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius)
{
physent_t *pe;
int i;
float parms[7];
if (!cl.worldmodel || cl.worldmodel->needload || r_stains.value <= 0)
return;
parms[0] = radius;
parms[1] = org[0];
parms[2] = org[1];
parms[3] = org[2];
parms[4] = red;
parms[5] = green;
parms[6] = blue;
cl.worldmodel->funcs.StainNode(cl.worldmodel->nodes+cl.worldmodel->hulls[0].firstclipnode, parms);
//now stain bsp models other than world.
for (i=1 ; i< pmove.numphysent ; i++) //0 is world...
{
pe = &pmove.physents[i];
if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces)
{
parms[1] = org[0] - pe->origin[0];
parms[2] = org[1] - pe->origin[1];
parms[3] = org[2] - pe->origin[2];
if (pe->angles[0] || pe->angles[1] || pe->angles[2])
{
vec3_t f, r, u, temp;
AngleVectors(pe->angles, f, r, u);
VectorCopy((parms+1), temp);
parms[1] = DotProduct(temp, f);
parms[2] = -DotProduct(temp, r);
parms[3] = DotProduct(temp, u);
}
pe->model->funcs.StainNode(pe->model->nodes+pe->model->hulls[0].firstclipnode, parms);
}
}
}
void Surf_WipeStains(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
memset(lightmap[i]->stainmaps, 255, sizeof(lightmap[i]->stainmaps));
}
}
void Surf_LessenStains(void)
{
int i;
msurface_t *surf;
int smax, tmax;
int s, t;
stmap *stain;
int stride;
int ammount;
int limit;
static float time;
if (!r_stains.value)
return;
time += host_frametime;
if (time < r_stainfadetime.value)
return;
time-=r_stainfadetime.value;
ammount = r_stainfadeammount.value;
limit = 255 - ammount;
surf = cl.worldmodel->surfaces;
for (i=0 ; i<cl.worldmodel->numsurfaces ; 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 ; t<tmax ; t++, stain+=stride)
{
for (s=0 ; s<smax ; s++)
{
if (*stain < limit) //eventually decay to 255
{
*stain += ammount;
surf->stained=true;
}
else //reset to 255
*stain = 255;
stain++;
}
}
}
}
}
/*
===============
R_AddDynamicLights
===============
*/
static void Surf_AddDynamicLights (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
unsigned *bl;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (!(cl_dlights[lnum].flags & LFLAG_ALLOW_LMHACK))
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, 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] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
bl = blocklights;
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
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++;
}
}
}
}
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; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (!(cl_dlights[lnum].flags & LFLAG_ALLOW_LMHACK))
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, 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] = 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<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
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]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
VectorSubtract(cl_dlights[lnum].origin, currententity->origin, lightofs);
dist = DotProduct (lightofs, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = lightofs[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
r = cl_dlights[lnum].color[0]*3*256;
g = cl_dlights[lnum].color[1]*3*256;
b = cl_dlights[lnum].color[2]*3*256;
/* if (cl_dlights[lnum].type == 1) //a wierd effect.
{
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
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 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
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 (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 ; i<size ; i++)
{
blocknormals[i][0] = 0.9;//surf->orientation[2][0];
blocknormals[i][1] = 0.8;//surf->orientation[2][1];
blocknormals[i][2] = 1;//surf->orientation[2][2];
}
goto store;
}
if (currentmodel->engineflags & MDLF_RGBLIGHTING)
deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata;
else
deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata;
// clear to no light
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0;
blocknormals[i][1] = 0;
blocknormals[i][2] = 0;
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->engineflags & MDLF_RGBLIGHTING)
{
deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size*3; // skip to next lightmap
deluxmap += size*3;
}
}
else
{
deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size; // skip to next lightmap
deluxmap += size*3;
}
}
}
store:
// add all the dynamic lights
// if (surf->dlightframe == r_framecount)
// GLR_AddDynamicLightNorms (surf);
// bound, invert, and shift
stride -= smax*3;
bnorm = blocknormals[0];
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
temp[0] = bnorm[0];
temp[1] = bnorm[1];
temp[2] = bnorm[2]; //half the effect? so we emulate light's scalecos of 0.5
VectorNormalize(temp);
dest[0] = (temp[0]+1)/2*255;
dest[1] = (temp[1]+1)/2*255;
dest[2] = (temp[2]+1)/2*255;
dest += 3;
bnorm+=3;
}
}
}
enum lm_mode
{
bgra4_os,
bgra4,
rgb3_os,
lum
};
/*any sane compiler will inline and split this, removing the stainsrc stuff
just unpacks the internal lightmap block into texture info ready for upload
merges stains and oversaturates overbrights.
*/
static void Surf_StoreLightmap(qbyte *dest, int smax, int tmax, unsigned int shift, enum lm_mode lm_mode, stmap *stainsrc)
{
int r, g, b, t;
int cr, cg, cb;
unsigned int i, j;
unsigned int *bl;
int stride;
switch (lm_mode)
{
case bgra4_os:
stride = LMBLOCK_WIDTH*4 - (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
r+=cr;
if (r > 255)
dest[2] = 255;
else if (r < 0)
dest[2] = 0;
else
dest[2] = r;
g+=cg;
if (g > 255)
dest[1] = 255;
else if (g < 0)
dest[1] = 0;
else
dest[1] = g;
b+=cb;
if (b > 255)
dest[0] = 255;
else if (b < 0)
dest[0] = 0;
else
dest[0] = b;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (LMBLOCK_WIDTH - smax)*3;
}
break;
case bgra4:
stride = LMBLOCK_WIDTH*4 - (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
if (r > 255)
dest[2] = 255;
else if (r < 0)
dest[2] = 0;
else
dest[2] = r;
if (g > 255)
dest[1] = 255;
else if (g < 0)
dest[1] = 0;
else
dest[1] = g;
if (b > 255)
dest[0] = 255;
else if (b < 0)
dest[0] = 0;
else
dest[0] = b;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (LMBLOCK_WIDTH - smax)*3;
}
break;
case rgb3_os:
stride = LMBLOCK_WIDTH*3 - (smax*3);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
r+=cr;
if (r > 255)
dest[0] = 255;
else if (r < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
g+=cg;
if (g > 255)
dest[1] = 255;
else if (g < 0)
dest[1] = 0;
else
dest[1] = g;
b+=cb;
if (b > 255)
dest[2] = 255;
else if (b < 0)
dest[2] = 0;
else
dest[2] = b;
dest += 3;
}
if (stainsrc)
stainsrc += (LMBLOCK_WIDTH - smax)*3;
}
break;
case lum:
stride = LMBLOCK_WIDTH;
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= shift;
if (t > 255)
t = 255;
dest[j] = t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
static void Surf_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift, int ambient)
{
int smax, tmax;
int t;
int i, j, size;
qbyte *lightmap;
unsigned scale;
int maps;
unsigned *bl;
extern cvar_t gl_lightmap_shift;
int stride = LMBLOCK_WIDTH*lightmap_bytes;
shift += 7; // increase to base value
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
lightmap = surf->samples;
if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE)
{ //fixme: fill in?
Con_Printf("Lightmap too large\n");
return;
}
if (currentmodel->deluxdata)
Surf_BuildDeluxMap(surf, deluxdest);
#ifdef PEXT_LIGHTSTYLECOL
if (lightmap_bytes == 4 || lightmap_bytes == 3)
{
// set to full bright if no light data
if (ambient < 0)
{
t = (-1-ambient)*255;
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
for (maps = 0 ; maps < MAXLIGHTMAPS ; maps++)
{
surf->cached_light[maps] = -1-ambient;
surf->cached_colour[maps] = 0xff;
}
}
else if (r_fullbright.value>0) //not qw
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = r_fullbright.value*255*256;
}
}
else if (!currentmodel->lightdata)
{
/*fullbright if map is not lit*/
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 255*256;
}
}
else if (!surf->samples)
{
/*no samples, but map is otherwise lit = pure black*/
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 0;
}
surf->cached_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 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->fromgame == fg_quake3) //rgb
{
/*q3 lightmaps are meant to be pre-built
this code is misguided, and ought never be executed anyway.
*/
bl = blocklights;
for (i = 0; i < tmax; i++)
{
for (j = 0; j < smax; j++)
{
bl[0] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3];
bl[1] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1];
bl[2] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2];
bl+=3;
}
}
}
else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
{
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (scale)
{
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
{
bl = blocklights;
for (i=0 ; i<size*3 ; i++)
{
*bl++ += *lightmap++ * scale;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0 ; i<size ; i++)
blocklights[i+0] += lightmap[i*3+0] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0 ; i<size ; i++)
blocklights[i+1] += lightmap[i*3+1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0 ; i<size ; i++)
blocklights[i+2] += lightmap[i*3+2] * scale;
lightmap += size*3; // skip to next lightmap
}
}
else
lightmap += size*3; // skip to next lightmap
}
}
else
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.
{
bl = blocklights;
for (i=0 ; i<size ; i++)
{
*bl++ += *lightmap * scale;
*bl++ += *lightmap * scale;
*bl++ += *lightmap * scale;
lightmap++;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0, bl = blocklights; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0, bl = blocklights+1; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0, bl = blocklights+2; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
}
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
Surf_AddDynamicLightsColours (surf);
if (lightmap_bytes == 4)
{
if (lightmap_bgra)
{
if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, bgra4_os, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, bgra4_os, stainsrc);
}
else
{
/*if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, stainsrc);
*/
}
}
else if (lightmap_bytes == 3)
{
if (lightmap_bgra)
{
/*
if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, stainsrc);
*/
}
else
{
if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, rgb3_os, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, rgb3_os, stainsrc);
}
}
}
else
#endif
{
// set to full bright if no light data
if (!surf->samples || !currentmodel->lightdata)
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 255*256;
}
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colour;
}
else if (r_fullbright.ival)
{
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
}
else
{
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = 0;
// add all the lightmaps
if (lightmap)
{
if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/3;
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
for (i=0 ; i<size ; i++)
blocklights[i] += (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
lightmap += size*3; // skip to next lightmap
}
else
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;
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
Surf_AddDynamicLights (surf);
}
if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, lum, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, lum, stainsrc);
}
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void Surf_RenderDynamicLightmaps (msurface_t *fa, int shift)
{
qbyte *base, *luxbase;
stmap *stainbase;
int maps;
glRect_t *theRect;
int smax, tmax;
if (!fa->mesh)
return;
//surfaces without lightmaps
if (fa->lightmaptexturenum<0)
return;
//surfaces with lightmaps that do not animate, supposedly
if (fa->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP))
return;
// check for lightmap modification
if (!fa->samples)
{
if (fa->cached_light[0] != 0
|| fa->cached_colour[0] != 0)
goto dynamic;
}
else
{
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
|| cl_lightstyle[fa->styles[maps]].colour != fa->cached_colour[maps])
goto dynamic;
}
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
lightmap[fa->lightmaptexturenum]->modified = true;
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
theRect = &lightmap[fa->lightmaptexturenum]->rectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
if (gl_bump.ival)
{
lightmap[fa->lightmaptexturenum]->deluxmodified = true;
theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3;
}
else
luxbase = NULL;
base = lightmap[fa->lightmaptexturenum]->lightmaps;
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
Surf_BuildLightMap (fa, base, luxbase, stainbase, shift, r_ambient.value*255);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
void Surf_RenderAmbientLightmaps (msurface_t *fa, int shift, int ambient)
{
qbyte *base, *luxbase;
stmap *stainbase;
glRect_t *theRect;
int smax, tmax;
if (!fa->mesh)
return;
//surfaces without lightmaps
if (fa->lightmaptexturenum<0)
return;
//surfaces with lightmaps that do not animate, supposedly
if (fa->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP))
return;
if (fa->cached_light[0] != ambient || fa->cached_colour[0] != 0xff)
goto dynamic;
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
lightmap[fa->lightmaptexturenum]->modified = true;
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
theRect = &lightmap[fa->lightmaptexturenum]->rectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
if (gl_bump.ival)
{
lightmap[fa->lightmaptexturenum]->deluxmodified = true;
theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3;
}
else
luxbase = NULL;
base = lightmap[fa->lightmaptexturenum]->lightmaps;
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
Surf_BuildLightMap (fa, base, luxbase, stainbase, shift, -1-ambient);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
static qbyte *R_MarkLeafSurfaces_Q1 (void)
{
qbyte *vis;
mleaf_t *leaf;
int i, j;
msurface_t *surf;
int shift;
vis = R_CalcVis_Q1();
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
{
if (vis[i>>3] & (1<<(i&7)))
{
leaf = (mleaf_t *)&cl.worldmodel->leafs[i+1];
if (R_CullBox (leaf->minmaxs, leaf->minmaxs+3))
continue;
leaf->visframe = r_visframecount;
for (j = 0; j < leaf->nummarksurfaces; j++)
{
surf = leaf->firstmarksurface[j];
if (surf->visframe == r_visframecount)
continue;
surf->visframe = r_visframecount;
*surf->mark = surf;
}
}
}
{
texture_t *tex;
shift = Surf_LightmapShift(cl.worldmodel);
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
tex = cl.worldmodel->textures[i];
if (!tex)
continue;
for (j = 0; j < tex->vbo.meshcount; j++)
{
surf = tex->vbo.meshlist[j];
if (surf)
{
Surf_RenderDynamicLightmaps (surf, shift);
tex->vbo.meshlist[j] = NULL;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
}
return vis;
}
/*
================
R_RecursiveWorldNode
================
*/
static void Surf_RecursiveWorldNode (mnode_t *node, unsigned int clipflags)
{
int c, side, clipped;
mplane_t *plane, *clipplane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int shift;
start:
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
for (c = 0, clipplane = frustum; c < 4; c++, clipplane++)
{
if (!(clipflags & (1 << c)))
continue; // don't need to clip against it
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
if (clipped == 2)
return;
else if (clipped == 1)
clipflags -= (1<<c); // node is entirely on screen
}
// 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);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
Surf_RecursiveWorldNode (node->children[side], clipflags);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
shift = Surf_LightmapShift(cl.worldmodel);
if (dot < 0 -BACKFACE_EPSILON)
side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
continue; // wrong side
Surf_RenderDynamicLightmaps (surf, shift);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
// recurse down the back side
//GLR_RecursiveWorldNode (node->children[!side], clipflags);
node = node->children[!side];
goto start;
}
#ifdef Q2BSPS
static void Surf_RecursiveQ2WorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int shift;
int sidebit;
if (node->contents == Q2CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs+3))
return;
// if a leaf node, draw stuff
if (node->contents != -1)
{
pleaf = (mleaf_t *)node;
// check for door connected areas
// if (areabits)
{
if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
return; // not visible
}
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark)->visframe = r_framecount;
mark++;
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
{
side = 0;
sidebit = 0;
}
else
{
side = 1;
sidebit = SURF_PLANEBACK;
}
// recurse down the children, front side first
Surf_RecursiveQ2WorldNode (node->children[side]);
shift = Surf_LightmapShift(currentmodel);
// draw stuff
for ( c = node->numsurfaces, surf = currentmodel->surfaces + node->firstsurface; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if ( (surf->flags & SURF_PLANEBACK) != sidebit )
continue; // wrong side
surf->visframe = r_framecount+1;//-1;
Surf_RenderDynamicLightmaps (surf, shift);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
// recurse down the back side
Surf_RecursiveQ2WorldNode (node->children[!side]);
}
#endif
#ifdef Q3BSPS
static void Surf_LeafWorldNode (void)
{
int i;
int clipflags;
msurface_t **mark, *surf;
mleaf_t *pleaf;
int clipped;
mplane_t *clipplane;
for (pleaf = r_vischain; pleaf; pleaf = pleaf->vischain)
{
// check for door connected areas
// if (areabits)
{
// if (!(areabits[pleaf->area>>3] & (1<<(pleaf->area&7))))
// {
// continue; // not visible
// }
}
clipflags = 15; // 1 | 2 | 4 | 8
// if (!r_nocull->value)
{
for (i=0,clipplane=frustum ; i<4 ; i++,clipplane++)
{
clipped = BoxOnPlaneSide (pleaf->minmaxs, pleaf->minmaxs+3, clipplane);
if (clipped == 2)
{
break;
}
else if (clipped == 1)
{
clipflags &= ~(1<<i); // node is entirely on screen
}
}
if (i != 4)
{
continue;
}
}
i = pleaf->nummarksurfaces;
mark = pleaf->firstmarksurface;
do
{
surf = *mark++;
if (surf->visframe != r_framecount) //sufraces exist in multiple leafs.
{
surf->visframe = r_framecount;
if (surf->mark)
*surf->mark = surf;
}
} while (--i);
// c_world_leafs++;
}
{
int j;
texture_t *tex;
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
tex = cl.worldmodel->textures[i];
if (!tex)
continue;
for (j = 0; j < tex->vbo.meshcount; j++)
{
surf = tex->vbo.meshlist[j];
if (surf)
{
tex->vbo.meshlist[j] = NULL;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
}
}
#endif
static void Surf_CleanChains(void)
{
model_t *model = cl.worldmodel;
batch_t *batch;
int i;
if (r_refdef.recurse)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->meshes = batch->firstmesh;
}
}
else
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->meshes = batch->firstmesh;
}
}
}
//most of this is a direct copy from gl
void Surf_SetupFrame(void)
{
mleaf_t *leaf;
vec3_t temp;
R_AnimateLight();
r_framecount++;
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
{
}
#ifdef Q2BSPS
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
{
static mleaf_t fakeleaf;
mleaf_t *leaf;
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
r_viewleaf->contents = Q1CONTENTS_EMPTY;
r_viewleaf2 = NULL;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
if (r_refdef.recurse)
leaf = RMod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin);
else
leaf = RMod_PointInLeaf (cl.worldmodel, r_origin);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
#endif
else if (cl.worldmodel && cl.worldmodel->fromgame == fg_doom3)
{
r_viewleaf = NULL;
r_viewleaf2 = NULL;
}
else
{
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
if (r_refdef.recurse)
r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin);
else
r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_origin);
if (!r_viewleaf)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
{ //in water, look up a bit.
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents == Q1CONTENTS_EMPTY)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else
r_viewleaf2 = NULL;
if (r_viewleaf)
V_SetContentsColor (r_viewleaf->contents);
}
}
static mesh_t *surfbatchmeshes[256];
static void Surf_BuildBrushBatch(batch_t *batch)
{
model_t *model = batch->ent->model;
unsigned int i;
batch->mesh = surfbatchmeshes;
batch->meshes = batch->surf_count;
for (i = 0; i < batch->surf_count; i++)
{
surfbatchmeshes[i] = model->surfaces[batch->surf_first + i].mesh;
}
}
void Surf_GenBrushBatches(batch_t **batches, entity_t *ent)
{
int i;
msurface_t *s;
model_t *model;
batch_t *b;
unsigned int bef;
model = ent->model;
if (R_CullEntityBox (ent, model->mins, model->maxs))
return;
#ifdef RTLIGHTS
if (BE_LightCullModel(ent->origin, model))
return;
#endif
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (model->fromgame != fg_quake3 && model->fromgame != fg_doom3)
{
int k;
int shift;
currententity = ent;
currentmodel = ent->model;
if (model->nummodelsurfaces != 0 && r_dynamic.ival)
{
for (k=rtlights_first; k<RTL_FIRST; k++)
{
if (!cl_dlights[k].radius)
continue;
if (!(cl_dlights[k].flags & LFLAG_ALLOW_LMHACK))
continue;
model->funcs.MarkLights (&cl_dlights[k], 1<<k,
model->nodes + model->hulls[0].firstclipnode);
}
}
shift = Surf_LightmapShift(model);
if ((ent->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderAmbientLightmaps (s, shift, ent->abslight);
}
else if (ent->drawflags & DRF_TRANSLUCENT)
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderAmbientLightmaps (s, shift, 255);
}
else
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderDynamicLightmaps (s, shift);
}
currententity = NULL;
}
bef = BEF_PUSHDEPTH;
if (ent->flags & Q2RF_ADDITIVE)
bef |= BEF_FORCEADDITIVE;
else if (ent->drawflags & DRF_TRANSLUCENT && r_wateralpha.value != 1)
{
bef |= BEF_FORCETRANSPARENT;
ent->shaderRGBAf[3] = r_wateralpha.value;
}
else if (ent->shaderRGBAf[3] < 1 && cls.protocol != CP_QUAKE3)
bef |= BEF_FORCETRANSPARENT;
if (ent->flags & RF_NODEPTHTEST)
bef |= BEF_FORCENODEPTH;
if (!model->surfaces && model->batches)
{
for (i = 0; i < model->numsurfaces; i++)
{
b = BE_GetTempBatch();
if (!b)
continue;
*b = model->batches[0][i];
b->mesh = (mesh_t**)&model->batches[0][i].mesh;
b->ent = ent;
if (bef & BEF_FORCEADDITIVE)
{
b->next = batches[SHADER_SORT_ADDITIVE];
batches[SHADER_SORT_ADDITIVE] = b;
}
else if (bef & BEF_FORCETRANSPARENT)
{
b->next = batches[SHADER_SORT_BLEND];
batches[SHADER_SORT_BLEND] = b;
}
else
{
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
return;
}
b = NULL;
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
{
if (!b || b->lightmap != s->lightmaptexturenum || b->texture != s->texinfo->texture || b->surf_count >= sizeof(surfbatchmeshes)/sizeof(surfbatchmeshes[0]))
{
b = BE_GetTempBatch();
if (!b)
break;
b->buildmeshes = NULL;
b->ent = ent;
b->texture = s->texinfo->texture;
b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader;
b->skin = &b->shader->defaulttextures;
b->flags = bef;
if (bef & BEF_FORCEADDITIVE)
{
b->next = batches[SHADER_SORT_ADDITIVE];
batches[SHADER_SORT_ADDITIVE] = b;
}
else if (bef & BEF_FORCETRANSPARENT)
{
b->next = batches[SHADER_SORT_BLEND];
batches[SHADER_SORT_BLEND] = b;
}
else
{
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
b->surf_first = s - model->surfaces;
b->surf_count = 0;
b->buildmeshes = Surf_BuildBrushBatch;
b->meshes = 0;
b->firstmesh = 0;
b->lightmap = s->lightmaptexturenum;
b->mesh = NULL;
b->vbo = NULL;
}
b->surf_count++;
b->meshes++;
}
}
/*
=============
R_DrawWorld
=============
*/
void Surf_DrawWorld (void)
{
qbyte *vis;
RSpeedLocals();
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
{
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
BE_DrawWorld(NULL);
return;
}
if (!cl.worldmodel || cl.worldmodel->needload)
{
/*Don't act as a wallhack*/
return;
}
Surf_SetupFrame();
currentmodel = cl.worldmodel;
currententity = &r_worldentity;
#ifdef MAP_DOOM
if (currentmodel->fromgame = fg_doom)
GLR_DoomWorld();
else
#endif
#ifdef TERRAIN
if (currentmodel->type == mod_heightmap)
GL_DrawHeightmapModel(currententity);
else
#endif
{
RSpeedRemark();
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
{
int leafnum;
int clientarea;
#ifdef QUAKE2
if (cls.protocol == CP_QUAKE2) //we can get server sent info
memcpy(areabits, cl.q2frame.areabits, sizeof(areabits));
else
#endif
{ //generate the info each frame.
leafnum = CM_PointLeafnum (cl.worldmodel, r_refdef.vieworg);
clientarea = CM_LeafArea (cl.worldmodel, leafnum);
CM_WriteAreaBits(cl.worldmodel, areabits, clientarea);
}
#ifdef Q3BSPS
if (currententity->model->fromgame == fg_quake3)
{
vis = R_MarkLeaves_Q3 ();
Surf_LeafWorldNode ();
}
else
#endif
{
vis = R_MarkLeaves_Q2 ();
VectorCopy (r_refdef.vieworg, modelorg);
Surf_RecursiveQ2WorldNode (cl.worldmodel->nodes);
}
}
else
#endif
if (cl.worldmodel->fromgame == fg_doom3)
{
vis = D3_CalcVis(cl.worldmodel, r_refdef.vieworg);
}
else
{
//extern cvar_t temp1;
if (0)//temp1.value)
vis = R_MarkLeafSurfaces_Q1();
else
{
vis = R_MarkLeaves_Q1 ();
VectorCopy (r_refdef.vieworg, modelorg);
Surf_RecursiveWorldNode (cl.worldmodel->nodes, 0xf);
}
}
CL_LinkStaticEntities(vis);
RSpeedEnd(RSPEED_WORLDNODE);
TRACE(("dbg: calling BE_DrawWorld\n"));
BE_DrawWorld(vis);
/*FIXME: move this away*/
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife)
Surf_LessenStains();
Surf_CleanChains();
}
}
/*
=============================================================================
LIGHTMAP ALLOCATION
=============================================================================
*/
// returns a texture number and the position inside it
static int Surf_LM_AllocBlock (int w, int h, int *x, int *y, shader_t *shader)
{
int i, j;
int best, best2;
int texnum;
for (texnum=0 ; ; texnum++)
{
if (texnum == numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap[numlightmaps+0] = NULL;
lightmap[numlightmaps+1] = NULL;
lightmap[numlightmaps+2] = NULL;
lightmap[numlightmaps+3] = NULL;
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
lightmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
deluxmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
numlightmaps+=4;
}
if (!lightmap[texnum])
{
lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum]));
lightmap[texnum]->meshchain = NULL;
lightmap[texnum]->modified = true;
lightmap[texnum]->shader = shader;
// reset stainmap since it now starts at 255
memset(lightmap[texnum]->stainmaps, 255, sizeof(lightmap[texnum]->stainmaps));
//clear out the deluxmaps incase there is none on the map.
for (j = 0; j < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3; j+=3)
{
lightmap[texnum]->deluxmaps[j+0] = 128;
lightmap[texnum]->deluxmaps[j+1] = 128;
lightmap[texnum]->deluxmaps[j+2] = 255;
}
}
/*not required, but using one lightmap per texture can result in better texture unit switching*/
if (lightmap[texnum]->shader != shader)
continue;
best = LMBLOCK_HEIGHT;
for (i=0 ; i<LMBLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (lightmap[texnum]->allocated[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 ; i<w ; i++)
lightmap[texnum]->allocated[*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
return 0;
}
//quake3 maps have their lightmaps in gl style already.
//rather than forgetting that and redoing it, let's just keep the data.
static int Surf_LM_FillBlock (int texnum, int w, int h, int x, int y)
{
int i, l;
while (texnum >= numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap[numlightmaps+0] = NULL;
lightmap[numlightmaps+1] = NULL;
lightmap[numlightmaps+2] = NULL;
lightmap[numlightmaps+3] = NULL;
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
lightmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
deluxmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
numlightmaps+=4;
}
for (i = texnum; i >= 0; i--)
{
if (!lightmap[i])
{
lightmap[i] = BZ_Malloc(sizeof(*lightmap[i]));
lightmap[i]->meshchain = NULL;
lightmap[i]->modified = true;
for (l=0 ; l<LMBLOCK_HEIGHT ; l++)
{
lightmap[i]->allocated[l] = LMBLOCK_HEIGHT;
}
lightmap[i]->rectchange.l = 0;
lightmap[i]->rectchange.t = 0;
lightmap[i]->rectchange.w = LMBLOCK_WIDTH;
lightmap[i]->rectchange.h = LMBLOCK_HEIGHT;
//clear out the deluxmaps incase there is none on the map.
for (l = 0; l < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3; l+=3)
{
lightmap[i]->deluxmaps[l+0] = 0;
lightmap[i]->deluxmaps[l+1] = 0;
lightmap[i]->deluxmaps[l+2] = 255;
}
if (cl.worldmodel->lightdata)
{
memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
}
else
{
char basename[MAX_QPATH];
//maybe someone screwed with my lightmap...
memset(lightmap[i]->lightmaps, 255, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
COM_StripExtension(cl.worldmodel->name, basename, sizeof(basename));
lightmap_textures[i] = R_LoadHiResTexture(va("%s/lm_%04i", basename, i), NULL, IF_NOALPHA|IF_NOGAMMA);
lightmap[i]->modified = false;
}
}
else
break;
}
return texnum;
}
/*
================
BuildSurfaceDisplayList
FIXME: this is probably misplaced
lightmaps are already built by the time this is called
================
*/
void Surf_BuildSurfaceDisplayList (model_t *model, msurface_t *fa)
{
int i, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
float s, t;
int lm;
// reconstruct the polygon
pedges = model->edges;
lnumverts = fa->numedges;
vertpage = 0;
if (!lnumverts)
{
fa->mesh = &nullmesh;
return;
}
{ //build a nice mesh instead of a poly.
int size = sizeof(mesh_t) + sizeof(index_t)*(lnumverts-2)*3 + (sizeof(vecV_t) + 3*sizeof(vec3_t) + 2*sizeof(vec2_t) + sizeof(vec4_t))*lnumverts;
mesh_t *mesh;
fa->mesh = mesh = Hunk_Alloc(size);
mesh->xyz_array = (vecV_t*)(mesh + 1);
mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts);
mesh->snormals_array = (vec3_t*)(mesh->normals_array + lnumverts);
mesh->tnormals_array = (vec3_t*)(mesh->snormals_array + lnumverts);
mesh->st_array = (vec2_t*)(mesh->tnormals_array + lnumverts);
mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts);
mesh->colors4f_array = (vec4_t*)(mesh->lmst_array + lnumverts);
mesh->indexes = (index_t*)(mesh->colors4f_array + lnumverts);
mesh->numindexes = (lnumverts-2)*3;
mesh->numvertexes = lnumverts;
mesh->istrifan = true;
for (i=0 ; i<lnumverts-2 ; i++)
{
mesh->indexes[i*3] = 0;
mesh->indexes[i*3+1] = i+1;
mesh->indexes[i*3+2] = i+2;
}
for (i=0 ; i<lnumverts ; i++)
{
lindex = model->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = model->vertexes[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = model->vertexes[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
mesh->st_array[i][0] = s/fa->texinfo->texture->width;
mesh->st_array[i][1] = t/fa->texinfo->texture->height;
s -= fa->texturemins[0];
lm = s*fa->light_t;
s += fa->light_s*16;
s += 8;
s /= LMBLOCK_WIDTH*16;
t -= fa->texturemins[1];
lm += t;
t += fa->light_t*16;
t += 8;
t /= LMBLOCK_HEIGHT*16;
mesh->lmst_array[i][0] = s;
mesh->lmst_array[i][1] = t;
if (fa->flags & SURF_PLANEBACK)
VectorNegate(fa->plane->normal, mesh->normals_array[i]);
else
VectorCopy(fa->plane->normal, mesh->normals_array[i]);
VectorNegate(fa->texinfo->vecs[0], mesh->snormals_array[i]);
VectorNegate(fa->texinfo->vecs[1], mesh->tnormals_array[i]);
VectorNormalize(mesh->snormals_array[i]);
VectorNormalize(mesh->tnormals_array[i]);
mesh->colors4f_array[i][0] = 1;
mesh->colors4f_array[i][1] = 1;
mesh->colors4f_array[i][2] = 1;
mesh->colors4f_array[i][3] = 1;
}
}
}
/*
========================
GL_CreateSurfaceLightmap
========================
*/
static void Surf_CreateSurfaceLightmap (msurface_t *surf, int shift)
{
int smax, tmax;
qbyte *base, *luxbase; stmap *stainbase;
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
surf->lightmaptexturenum = -1;
if (surf->texinfo->flags & TEX_SPECIAL)
surf->lightmaptexturenum = -1;
if (surf->lightmaptexturenum<0)
{
surf->lightmaptexturenum = -1;
return;
}
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
if (smax > LMBLOCK_WIDTH || tmax > LMBLOCK_HEIGHT || smax < 0 || tmax < 0)
{ //whoa, buggy.
surf->lightmaptexturenum = -1;
return;
}
if (currentmodel->fromgame == fg_quake3)
Surf_LM_FillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t);
else
surf->lightmaptexturenum = Surf_LM_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t, surf->texinfo->texture->shader);
base = lightmap[surf->lightmaptexturenum]->lightmaps;
base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
luxbase = lightmap[surf->lightmaptexturenum]->deluxmaps;
luxbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
Surf_BuildLightMap (surf, base, luxbase, stainbase, shift, r_ambient.value*255);
}
void Surf_DeInit(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (lightmap_textures)
{
for (i = 0; i < numlightmaps; i++)
R_DestroyTexture(lightmap_textures[i]);
BZ_Free(lightmap_textures);
}
if (lightmap)
BZ_Free(lightmap);
lightmap_textures=NULL;
lightmap=NULL;
numlightmaps=0;
}
void Surf_Clear(model_t *mod)
{
batch_t *b;
int i;
if (mod->fromgame == fg_doom3)
return;/*they're on the hunk*/
for (i = 0; i < SHADER_SORT_COUNT; i++)
{
while ((b = mod->batches[i]))
{
mod->batches[i] = b->next;
BZ_Free(b->mesh);
Z_Free(b);
}
}
}
/*
==================
GL_BuildLightmaps
Builds the lightmap texture
with all the surfaces from all brush models
Groups surfaces into their respective batches (based on the lightmap number).
==================
*/
void Surf_BuildLightmaps (void)
{
int i, j, t;
model_t *m;
int shift;
msurface_t *surf;
batch_t *batch, *bstop;
vec3_t sn;
int sortid;
int ptype;
r_framecount = 1; // no dlightcache
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (cl.worldmodel->fromgame == fg_doom)
return; //no lightmaps.
lightmap_bgra = true;
switch(qrenderer)
{
#ifdef D3DQUAKE
case QR_DIRECT3D:
/*always bgra, hope your card supports it*/
lightmap_bytes = 4;
lightmap_bgra = true;
break;
#endif
#ifdef GLQUAKE
case QR_OPENGL:
/*favour bgra if the gpu supports it, otherwise use rgb only if it'll be used*/
lightmap_bgra = false;
if (gl_config.gles)
{
lightmap_bytes = 3;
lightmap_bgra = false;
}
else if (gl_config.glversion >= 1.2)
{
/*the more common case*/
lightmap_bytes = 4;
lightmap_bgra = true;
}
else if (cl.worldmodel->fromgame == fg_quake3 || (cl.worldmodel->engineflags & MDLF_RGBLIGHTING) || cl.worldmodel->deluxdata || r_loadlits.value)
{
lightmap_bgra = false;
lightmap_bytes = 3;
}
else
lightmap_bytes = 1;
break;
#endif
}
for (j=1 ; j<MAX_MODELS ; j++)
{
m = cl.model_precache[j];
if (!m)
break;
if (m->name[0] == '*')
continue;
currentmodel = m;
shift = Surf_LightmapShift(currentmodel);
for (t = m->numtextures-1; t >= 0; t--)
{
if (m == cl.worldmodel)
ptype = P_FindParticleType(va("tex_%s", m->textures[t]->name));
else
ptype = P_INVALID;
m->textures[t]->wtexno = t;
sortid = m->textures[t]->shader->sort;
bstop = m->batches[sortid];
batch = NULL;
for (i=0 ; i<m->numsurfaces ; i++)
{//extra texture loop so we get slightly less texture switches
surf = m->surfaces + i;
if (surf->texinfo->texture == m->textures[t])
{
P_EmitSkyEffectTris(m, surf, ptype);
Surf_CreateSurfaceLightmap (surf, shift);
/*the excessive logic is to give portals separate batches for separate planes*/
if (sortid == SHADER_SORT_PORTAL)
{
if (surf->flags & SURF_PLANEBACK)
VectorNegate(surf->plane->normal, sn);
else
VectorCopy(surf->plane->normal, sn);
}
else
VectorClear(sn);
if (!batch || batch->lightmap != surf->lightmaptexturenum || (sortid == SHADER_SORT_PORTAL && !VectorCompare(sn, batch->normal)))
{
if (sortid == SHADER_SORT_PORTAL)
{
for (batch = m->batches[sortid]; batch != bstop; batch = batch->next)
{
if (batch->lightmap == surf->lightmaptexturenum && VectorCompare(sn, batch->normal))
break;
}
}
else
{
for (batch = m->batches[sortid]; batch != bstop; batch = batch->next)
{
if (batch->lightmap == surf->lightmaptexturenum)
break;
}
}
if (batch == bstop)
{
batch = Z_Malloc(sizeof(*batch));
batch->lightmap = surf->lightmaptexturenum;
batch->texture = m->textures[t];
batch->next = m->batches[sortid];
batch->ent = &r_worldentity;
VectorCopy(sn, batch->normal);
m->batches[sortid] = batch;
}
}
surf->sbatch = batch;
batch->maxmeshes++;
if (m->surfaces[i].mesh) //there are some surfaces that have a display list already (q3 ones)
continue;
Surf_BuildSurfaceDisplayList (m, surf);
}
}
}
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = m->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->mesh = BZ_Malloc(sizeof(*batch->mesh)*batch->maxmeshes*2);
}
BE_GenBrushModelVBO(m);
}
BE_UploadAllLightmaps();
}
#endif