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b8a58b4db2
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@489 fc73d0e0-1445-4013-8a0c-d673dee63da5
3904 lines
84 KiB
C
3904 lines
84 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_surf.c: surface-related refresh code
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#include "quakedef.h"
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#include "glquake.h"
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#include "shader.h"
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#include "renderque.h"
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#include <math.h>
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int skytexturenum;
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extern cvar_t gl_bump;
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extern qbyte areabits[MAX_Q2MAP_AREAS/8];
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model_t *currentmodel;
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int lightmap_bytes; // 1, 3 or 4
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int *lightmap_textures;
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int *deluxmap_textures;
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int detailtexture;
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#define MAX_LIGHTMAP_SIZE 256
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vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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unsigned blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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#ifdef PEXT_LIGHTSTYLECOL
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unsigned greenblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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unsigned blueblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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#endif
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lightmapinfo_t **lightmap;
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int numlightmaps;
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msurface_t *r_alpha_surfaces = NULL;
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extern msurface_t *r_mirror_chain;
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mleaf_t *r_vischain; // linked list of visible leafs
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void R_RenderDynamicLightmaps (msurface_t *fa);
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extern cvar_t gl_detail;
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extern cvar_t r_stains;
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extern cvar_t r_loadlits;
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extern cvar_t r_stainfadetime;
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extern cvar_t r_stainfadeammount;
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extern cvar_t gl_waterripples;
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extern cvar_t gl_lightmapmode;
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//radius, x y z, r g b
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void GLR_StainSurf (msurface_t *surf, float *parms)
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{
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int sd, td;
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float dist, rad, minlight;
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float change;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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float amm;
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mtexinfo_t *tex;
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#define stain(x) \
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\
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change = amm*parms[4+x]; \
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if (change < 0) \
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{ if(change<-128)change=-128; \
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if (stainbase[(s)*3+x] < change) \
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{} \
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else if (stainbase[(s)*3+x] < 0) \
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stainbase[(s)*3+x] = change; \
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else \
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stainbase[(s)*3+x] += change; \
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} \
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else \
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{ if(change>127)change=127; \
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if (stainbase[(s)*3+x] > change) \
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{} \
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else if (stainbase[(s)*3+x] > 0) \
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stainbase[(s)*3+x] = change; \
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else \
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stainbase[(s)*3+x] += change; \
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}
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stmap *stainbase;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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tex = surf->texinfo;
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stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
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stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
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rad = *parms;
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dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist;
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rad -= fabs(dist);
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minlight = 0;
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if (rad < minlight) //not hit
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return;
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minlight = rad - minlight;
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for (i=0 ; i<3 ; i++)
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{
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impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist;
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}
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
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local[0] -= surf->texturemins[0];
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local[1] -= surf->texturemins[1];
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for (t = 0 ; t<tmax ; t++)
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{
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td = local[1] - t*16;
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if (td < 0)
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td = -td;
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for (s=0 ; s<smax ; s++)
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{
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sd = local[0] - s*16;
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if (sd < 0)
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sd = -sd;
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if (sd > td)
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dist = sd + (td>>1);
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else
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dist = td + (sd>>1);
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if (dist < minlight)
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{
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amm = (rad - dist);
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stain(0);
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stain(1);
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stain(2);
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surf->stained = true;
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}
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}
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stainbase += 3*LMBLOCK_WIDTH;
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}
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if (surf->stained)
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surf->cached_dlight=-1;
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}
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//combination of R_AddDynamicLights and R_MarkLights
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/*
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void GLR_StainNode (mnode_t *node, float *parms)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
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if (dist > (*parms))
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{
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GLR_StainNode (node->children[0], parms);
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return;
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}
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if (dist < (-*parms))
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{
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GLR_StainNode (node->children[1], parms);
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return;
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}
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
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continue;
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GLR_StainSurf(surf, parms);
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}
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GLR_StainNode (node->children[0], parms);
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GLR_StainNode (node->children[1], parms);
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}
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*/
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void GLR_StainQ3Node (mnode_t *node, float *parms)
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{
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// mplane_t *splitplane;
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// float dist;
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int i;
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if (node->contents != -1)
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{
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msurface_t **mark;
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mleaf_t *leaf;
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// mark the polygons
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leaf = (mleaf_t *)node;
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mark = leaf->firstmarksurface;
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for (i=0 ; i<leaf->nummarksurfaces ; i++)
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{
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GLR_StainSurf(*mark++, parms);
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}
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return;
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}
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/*
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splitplane = node->plane;
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dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
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if (dist > (*parms))
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{
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GLR_StainQ2Node (node->children[0], parms);
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return;
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}
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if (dist < (-*parms))
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{
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GLR_StainQ2Node (node->children[1], parms);
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return;
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}*/
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GLR_StainQ3Node (node->children[0], parms);
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GLR_StainQ3Node (node->children[1], parms);
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}
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void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius)
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{
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physent_t *pe;
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int i;
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float parms[7];
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if (!cl.worldmodel || !r_stains.value)
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return;
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parms[0] = radius;
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parms[1] = org[0];
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parms[2] = org[1];
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parms[3] = org[2];
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parms[4] = red;
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parms[5] = green;
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parms[6] = blue;
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cl.worldmodel->funcs.StainNode(cl.worldmodel->nodes+cl.worldmodel->hulls[0].firstclipnode, parms);
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//now stain bsp models other than world.
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for (i=1 ; i< pmove.numphysent ; i++) //0 is world...
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{
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pe = &pmove.physents[i];
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if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces)
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{
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parms[1] = org[0] - pe->origin[0];
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parms[2] = org[1] - pe->origin[1];
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parms[3] = org[2] - pe->origin[2];
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pe->model->funcs.StainNode(pe->model->nodes+pe->model->hulls[0].firstclipnode, parms);
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}
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}
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}
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void GLR_WipeStains(void)
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{
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int i;
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for (i = 0; i < numlightmaps; i++)
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{
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if (!lightmap[i])
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break;
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memset(lightmap[i]->stainmaps, 0, sizeof(lightmap[i]->stainmaps));
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}
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}
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void GLR_LessenStains(void)
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{
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int i;
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msurface_t *surf;
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int smax, tmax;
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int s, t;
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stmap *stain;
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int stride;
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int ammount;
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static float time;
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if (!r_stains.value)
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return;
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time += host_frametime;
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if (time < r_stainfadetime.value)
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return;
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time-=r_stainfadetime.value;
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ammount = r_stainfadeammount.value;
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surf = cl.worldmodel->surfaces;
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for (i=0 ; i<cl.worldmodel->numsurfaces ; i++, surf++)
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{
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if (surf->stained)
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{
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surf->cached_dlight=-1;//nice hack here...
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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stain = lightmap[surf->lightmaptexturenum]->stainmaps;
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stain += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
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stride = (LMBLOCK_WIDTH-smax)*3;
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surf->stained = false;
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smax*=3;
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for (t = 0 ; t<tmax ; t++, stain+=stride)
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{
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for (s=0 ; s<smax ; s++)
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{
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if (*stain < -ammount) //negative values increase to 0
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{
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*stain += ammount;
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surf->stained=true;
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}
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else if (*stain > ammount) //positive values reduce to 0
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{
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*stain -= ammount;
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surf->stained=true;
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}
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else //close to 0 or 0 already.
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*stain = 0;
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stain++;
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}
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}
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}
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}
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}
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/*
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===============
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R_AddDynamicLights
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===============
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*/
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void GLR_AddDynamicLights (msurface_t *surf)
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{
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int lnum;
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int sd, td;
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float dist, rad, minlight;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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mtexinfo_t *tex;
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float a;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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tex = surf->texinfo;
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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if ( !(surf->dlightbits & (1<<lnum) ) )
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continue; // not lit by this light
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rad = cl_dlights[lnum].radius;
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dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
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surf->plane->dist;
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rad -= fabs(dist);
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minlight = cl_dlights[lnum].minlight;
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if (rad < minlight)
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continue;
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minlight = rad - minlight;
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for (i=0 ; i<3 ; i++)
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{
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impact[i] = cl_dlights[lnum].origin[i] -
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surf->plane->normal[i]*dist;
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}
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
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local[0] -= surf->texturemins[0];
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local[1] -= surf->texturemins[1];
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a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
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for (t = 0 ; t<tmax ; t++)
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{
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td = local[1] - t*16;
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if (td < 0)
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td = -td;
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for (s=0 ; s<smax ; s++)
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{
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sd = local[0] - s*16;
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if (sd < 0)
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sd = -sd;
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if (sd > td)
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dist = sd + (td>>1);
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else
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dist = td + (sd>>1);
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if (dist < minlight)
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blocklights[t*smax + s] += (rad - dist)*a;
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}
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}
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}
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}
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void GLR_AddDynamicLightNorms (msurface_t *surf)
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{
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int lnum;
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int sd, td;
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float dist, rad, minlight;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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mtexinfo_t *tex;
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float a;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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tex = surf->texinfo;
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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if ( !(surf->dlightbits & (1<<lnum) ) )
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continue; // not lit by this light
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rad = cl_dlights[lnum].radius;
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dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
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surf->plane->dist;
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rad -= fabs(dist);
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minlight = cl_dlights[lnum].minlight;
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if (rad < minlight)
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continue;
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minlight = rad - minlight;
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for (i=0 ; i<3 ; i++)
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{
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impact[i] = cl_dlights[lnum].origin[i] -
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surf->plane->normal[i]*dist;
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}
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
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local[0] -= surf->texturemins[0];
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local[1] -= surf->texturemins[1];
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a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
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for (t = 0 ; t<tmax ; t++)
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{
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td = local[1] - t*16;
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if (td < 0)
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td = -td;
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for (s=0 ; s<smax ; s++)
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{
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sd = local[0] - s*16;
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if (sd < 0)
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sd = -sd;
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if (sd > td)
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dist = sd + (td>>1);
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else
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dist = td + (sd>>1);
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if (dist < minlight)
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{
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// blocknormals[t*smax + s][0] -= (rad - dist)*(impact[0]-local[0])/8192.0;
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// blocknormals[t*smax + s][1] -= (rad - dist)*(impact[1]-local[1])/8192.0;
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blocknormals[t*smax + s][2] += 0.5*blocknormals[t*smax + s][2]*(rad - dist)/256;
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}
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}
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}
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}
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}
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#ifdef PEXT_LIGHTSTYLECOL
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void GLR_AddDynamicLightsColours (msurface_t *surf)
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{
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int lnum;
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int sd, td;
|
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float dist, rad, minlight;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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mtexinfo_t *tex;
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// float temp;
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float r, g, b;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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tex = surf->texinfo;
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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if ( !(surf->dlightbits & (1<<lnum) ) )
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continue; // not lit by this light
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rad = cl_dlights[lnum].radius;
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dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
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surf->plane->dist;
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rad -= fabs(dist);
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minlight = cl_dlights[lnum].minlight;
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if (rad < minlight)
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continue;
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minlight = rad - minlight;
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|
|
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<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
|
|
{
|
|
*/ 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] += (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 ; 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->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->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);
|
|
if (temp[2]<0.5)
|
|
{
|
|
temp[2]=0.5; //don't let it get too dark.
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_BuildLightMap
|
|
|
|
Combine and scale multiple lightmaps into the 8.8 format in blocklights
|
|
===============
|
|
*/
|
|
void GLR_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc)
|
|
{
|
|
int smax, tmax;
|
|
int t;
|
|
int i, j, size;
|
|
qbyte *lightmap;
|
|
unsigned scale;
|
|
int maps;
|
|
unsigned *bl;
|
|
qboolean isstained;
|
|
extern cvar_t r_ambient;
|
|
#ifdef PEXT_LIGHTSTYLECOL
|
|
unsigned *blg;
|
|
unsigned *blb;
|
|
|
|
int r, g, b;
|
|
int cr, cg, cb;
|
|
#endif
|
|
int stride = LMBLOCK_WIDTH*lightmap_bytes;
|
|
|
|
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)
|
|
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 ; i<size ; i++)
|
|
{
|
|
blocklights[i] = r_fullbright.value*255*256;
|
|
greenblklights[i] = r_fullbright.value*255*256;
|
|
blueblklights[i] = r_fullbright.value*255*256;
|
|
}
|
|
// if (r_fullbright.value < 1)
|
|
{
|
|
if (surf->dlightframe == r_framecount)
|
|
GLR_AddDynamicLightsColours (surf);
|
|
}
|
|
goto store;
|
|
}
|
|
if (!currentmodel->lightdata)
|
|
{
|
|
for (i=0 ; i<size ; i++)
|
|
{
|
|
blocklights[i] = 255*256;
|
|
greenblklights[i] = 255*256;
|
|
blueblklights[i] = 255*256;
|
|
}
|
|
if (surf->dlightframe == r_framecount)
|
|
GLR_AddDynamicLightsColours (surf);
|
|
goto store;
|
|
}
|
|
|
|
// clear to no light
|
|
t = r_ambient.value*255;
|
|
for (i=0 ; i<size ; i++)
|
|
{
|
|
blocklights[i] = t;
|
|
greenblklights[i] = t;
|
|
blueblklights[i] = t;
|
|
}
|
|
|
|
// add all the lightmaps
|
|
if (lightmap)
|
|
{
|
|
if (currentmodel->fromgame == 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 ; i<size ; i++)
|
|
{
|
|
blocklights[i] += lightmap[i*3 ] * scale;
|
|
greenblklights[i] += lightmap[i*3+1] * scale;
|
|
blueblklights[i] += lightmap[i*3+2] * scale;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
for (i=0 ; i<size ; i++)
|
|
blocklights[i] += lightmap[i*3 ] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
for (i=0 ; i<size ; i++)
|
|
greenblklights[i] += lightmap[i*3+1] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
for (i=0 ; i<size ; i++)
|
|
blueblklights[i] += 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;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
for (i=0 ; i<size ; i++)
|
|
blocklights[i] += lightmap[i] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
for (i=0 ; i<size ; i++)
|
|
greenblklights[i] += lightmap[i] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
for (i=0 ; i<size ; i++)
|
|
blueblklights[i] += lightmap[i] * scale;
|
|
lightmap += size; // skip to next lightmap
|
|
}
|
|
}
|
|
|
|
// add all the dynamic lights
|
|
if (surf->dlightframe == r_framecount)
|
|
GLR_AddDynamicLightsColours (surf);
|
|
}
|
|
else
|
|
{
|
|
#endif
|
|
// set to full bright if no light data
|
|
if (r_fullbright.value || !currentmodel->lightdata)
|
|
{
|
|
for (i=0 ; i<size ; i++)
|
|
blocklights[i] = 255*256;
|
|
goto store;
|
|
}
|
|
|
|
// clear to no light
|
|
for (i=0 ; i<size ; i++)
|
|
blocklights[i] = 0;
|
|
|
|
// add all the lightmaps
|
|
if (lightmap)
|
|
{
|
|
if (currentmodel->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
|
|
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
|
|
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)
|
|
GLR_AddDynamicLights (surf);
|
|
#ifdef PEXT_LIGHTSTYLECOL
|
|
}
|
|
#endif
|
|
|
|
// bound, invert, and shift
|
|
store:
|
|
#ifdef INVERTLIGHTMAPS
|
|
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<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
t = *bl++;
|
|
t >>= 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<tmax ; i++, dest += stride)
|
|
{
|
|
stain = stainsrc + i*LMBLOCK_WIDTH*3;
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
r = *bl++;
|
|
r >>= 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<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
t = *bl++;
|
|
t >>= 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<tmax ; i++, dest += stride)
|
|
{
|
|
stain = stainsrc + i*LMBLOCK_WIDTH*3;
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
r = *bl++;
|
|
r >>= 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<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
t = *bl++;
|
|
t >>= 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<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
t = *bl++;
|
|
t >>= 7;
|
|
if (t > 255)
|
|
t = 255;
|
|
dest[j] = 255-t;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
Sys_Error ("Bad lightmap format");
|
|
}
|
|
#else
|
|
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<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
t = *bl++;
|
|
t >>= 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<tmax ; i++, dest += stride)
|
|
{
|
|
stain = stainsrc + i*LMBLOCK_WIDTH*3;
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
r = *bl++;
|
|
r >>= 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<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
t = *bl++;
|
|
t >>= 7;
|
|
if (t > 255)
|
|
dest[0] = 255;
|
|
else if (t < 0)
|
|
dest[0] = 0;
|
|
else
|
|
dest[0] = t;
|
|
|
|
t = *blg++;
|
|
t >>= 7;
|
|
if (t > 255)
|
|
dest[1] = 255;
|
|
else if (t < 0)
|
|
dest[1] = 0;
|
|
else
|
|
dest[1] = t;
|
|
|
|
t = *blb++;
|
|
t >>= 7;
|
|
if (t > 255)
|
|
dest[2] = 255;
|
|
else if (t < 0)
|
|
dest[2] = 0;
|
|
else
|
|
dest[2] = t;
|
|
|
|
dest += 3;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
*/ {
|
|
stmap *stain;
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
|
{
|
|
stain = stainsrc + i*LMBLOCK_WIDTH*3;
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
r = *bl++;
|
|
r >>= 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] = 255; //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);
|
|
/*/
|
|
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<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
t = *bl++;
|
|
t >>= 7;
|
|
if (t > 255)
|
|
t = 255;
|
|
dest[3] = t;
|
|
dest += 4;
|
|
}
|
|
}
|
|
break;
|
|
#endif
|
|
case GL_ALPHA:
|
|
case GL_LUMINANCE:
|
|
case GL_INTENSITY:
|
|
bl = blocklights;
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
t = *bl++;
|
|
t >>= 7;
|
|
if (t > 255)
|
|
t = 255;
|
|
dest[j] = t;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
Sys_Error ("Bad lightmap format");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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 ; i<p->numverts ; 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 ; i<p->numverts ; 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 ; i<p->numverts ; 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 ; i<numlightmaps ; i++)
|
|
{
|
|
if (!lightmap[i])
|
|
break;
|
|
p = lightmap[i]->polys;
|
|
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 ; j<p->numverts ; 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);
|
|
GL_TexEnv(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 ; i<cl.worldmodel->numtextures ; i++)
|
|
{
|
|
t = cl.worldmodel->textures[i];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
if ( !(s->flags & SURF_DRAWTURB ) )
|
|
continue;
|
|
|
|
GL_Bind (t->gl_texturenum);
|
|
|
|
for ( ; s ; s=s->texturechain)
|
|
EmitWaterPolys (s, r_wateralphaval);
|
|
|
|
t->texturechain = NULL;
|
|
}
|
|
|
|
if (r_wateralphaval < 1.0) {
|
|
GL_TexEnv(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);
|
|
#ifdef Q3SHADERS
|
|
if (s->texinfo->texture->shader)
|
|
{
|
|
meshbuffer_t mb;
|
|
mb.dlightbits = 0;
|
|
mb.entity = s->ownerent;
|
|
mb.shader = s->texinfo->texture->shader;
|
|
mb.sortkey = 0;
|
|
|
|
mb.infokey = s->lightmaptexturenum;
|
|
mb.mesh = s->mesh;
|
|
mb.fog = s->fog;
|
|
currententity = s->ownerent;
|
|
if (s->mesh)
|
|
{
|
|
R_PushMesh(s->mesh, mb.shader->features|MF_NONBATCHED);
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
}
|
|
|
|
glPopMatrix();
|
|
return;
|
|
}
|
|
#endif
|
|
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;
|
|
GL_TexEnv(GL_REPLACE);
|
|
GL_EnableMultitexture();
|
|
GL_Bind(lightmap_textures[s->lightmaptexturenum]);
|
|
GL_TexEnv(GL_BLEND);
|
|
p = s->polys;
|
|
|
|
glColor4f (1,1,1,1);
|
|
while(p)
|
|
{
|
|
glBegin (GL_POLYGON);
|
|
v = p->verts[0];
|
|
for (i=0 ; i<p->numverts ; 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);
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
glDisable(GL_BLEND);
|
|
if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2))
|
|
{ //this is a mahoosive hack.
|
|
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);
|
|
GL_TexEnv(GL_REPLACE);
|
|
GL_EnableMultitexture();
|
|
GL_Bind(lightmap_textures[s->lightmaptexturenum]);
|
|
GL_TexEnv(GL_BLEND);
|
|
p = s->polys;
|
|
|
|
|
|
while(p)
|
|
{
|
|
glBegin (GL_POLYGON);
|
|
v = p->verts[0];
|
|
for (i=0 ; i<p->numverts ; 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);
|
|
|
|
GL_TexEnv(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 ; i<model->numtextures ; 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
|
|
GL_TexEnv(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);
|
|
|
|
GL_TexEnv(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 ; vi<p->numverts ; 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 ; vi<p->numverts ; 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 ; vi<p->numverts ; 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 ; vi<p->numverts ; 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 ; k<MAX_DLIGHTS ; k++)
|
|
{
|
|
if ((cl_dlights[k].die < cl.time) ||
|
|
(!cl_dlights[k].radius))
|
|
continue;
|
|
|
|
currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
|
|
currentmodel->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 ; i<currentmodel->nummodelsurfaces ; 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<<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->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;
|
|
|
|
#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);
|
|
|
|
TRACE(("dbg: calling PPL_DrawWorld\n"));
|
|
// 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 ; i<cl.worldmodel->numleafs ; 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 ; i<cl.worldmodel->numleafs ; 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 ; i<cl.worldmodel->numleafs ; i++)
|
|
cl.worldmodel->leafs[i].visframe = r_visframecount;
|
|
for (i=0 ; i<cl.worldmodel->numnodes ; 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 ; i<c ; i++)
|
|
((int *)fatvis)[i] |= ((int *)vis)[i];
|
|
vis = fatvis;
|
|
}
|
|
|
|
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; 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 ; i<c ; i++)
|
|
((int *)fatvis)[i] |= ((int *)vis)[i];
|
|
|
|
vis = fatvis;
|
|
}
|
|
else
|
|
vis = GLMod_LeafPVS (r_viewleaf, cl.worldmodel, NULL);
|
|
|
|
for (i=0 ; i<cl.worldmodel->numleafs ; 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] = Z_Malloc(sizeof(*lightmap[texnum]));
|
|
}
|
|
|
|
|
|
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 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, 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_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]));
|
|
for (l=0 ; l<LMBLOCK_HEIGHT ; l++)
|
|
{
|
|
lightmap[i]->allocated[l] = LMBLOCK_HEIGHT;
|
|
}
|
|
|
|
//maybe someone screwed with my lightmap...
|
|
memset(lightmap[i]->lightmaps, 255, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
|
|
memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
|
|
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
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 ; i<lnumverts ; i++)
|
|
{
|
|
lindex = currentmodel->surfedges[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 ; i<lnumverts ; i++)
|
|
{
|
|
VectorSubtract(poly->verts[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 ; i<lnumverts ; i++)
|
|
{
|
|
s+=poly->verts[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 ; i<lnumverts ; i++)
|
|
{
|
|
poly->verts[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 ; j<MAX_MODELS ; j++)
|
|
{
|
|
m = cl.model_precache[j];
|
|
if (!m)
|
|
break;
|
|
if (m->name[0] == '*')
|
|
continue;
|
|
|
|
r_pcurrentvertbase = m->vertexes;
|
|
currentmodel = m;
|
|
for (i=0 ; i<m->numsurfaces ; 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);
|
|
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 ; i<numlightmaps ; i++)
|
|
{
|
|
if (!lightmap[i])
|
|
break; // no more used
|
|
lightmap[i]->modified = 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);
|
|
}
|
|
}
|