fteqw/engine/client/r_surf.c
Spoike e8c1f669cc Couple of changes.
D3D now supports hlsl shaders. Much functionality is still missing, but sky and water surfaces are in.
IQM models now supported.
Engine physics code is now potentially callable from csqc, but there are some issues which need to be resolved before its enabled.
FTEQCC has had some pointer/struct/array functionality improved. Complex trees can now be navigated properly.
added r_dumpshaders command to dump internal glsl scripts for editing.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3896 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-09-03 03:49:43 +00:00

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#include <math.h>
extern cvar_t r_ambient;
extern cvar_t gl_bump;
static vec3_t modelorg; /*set before recursively entering the visible surface finder*/
static qbyte areabits[MAX_Q2MAP_AREAS/8];
model_t *currentmodel;
int lightmap_bytes; // 1, 3 or 4
qboolean lightmap_bgra;
texid_t *lightmap_textures;
texid_t *deluxmap_textures;
#define MAX_LIGHTMAP_SIZE LMBLOCK_WIDTH
vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blocklights[3*MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
lightmapinfo_t **lightmap;
int numlightmaps;
mleaf_t *r_vischain; // linked list of visible leafs
extern cvar_t r_stains;
extern cvar_t r_loadlits;
extern cvar_t r_stainfadetime;
extern cvar_t r_stainfadeammount;
static int lightmap_shift;
int Surf_LightmapShift (model_t *model)
{
extern cvar_t gl_overbright_all, gl_overbright;
if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT))
lightmap_shift = bound(0, gl_overbright.ival, 2);
else
lightmap_shift = 0;
return lightmap_shift;
}
void Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue)
{
Mod_RebuildLightmaps();
}
//radius, x y z, r g b
void Surf_StainSurf (msurface_t *surf, float *parms)
{
int sd, td;
float dist, rad, minlight;
float change;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
float amm;
int lim;
mtexinfo_t *tex;
stmap *stainbase;
lim = 255 - (r_stains.value*255);
#define stain(x) \
change = stainbase[(s)*3+x] + amm*parms[4+x]; \
stainbase[(s)*3+x] = bound(lim, change, 255);
if (surf->lightmaptexturenum < 0)
return;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
rad = *parms;
dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist;
rad -= fabs(dist);
minlight = 0;
if (rad < minlight) //not hit
return;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
amm = (rad - dist);
stain(0);
stain(1);
stain(2);
surf->stained = true;
}
}
stainbase += 3*LMBLOCK_WIDTH;
}
if (surf->stained)
surf->cached_dlight=-1;
}
//combination of R_AddDynamicLights and R_MarkLights
/*
static void Surf_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
Surf_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
Surf_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
continue;
Surf_StainSurf(surf, parms);
}
Surf_StainNode (node->children[0], parms);
Surf_StainNode (node->children[1], parms);
}
*/
void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius)
{
physent_t *pe;
int i;
float parms[7];
if (!cl.worldmodel || cl.worldmodel->needload || r_stains.value <= 0)
return;
parms[0] = radius;
parms[1] = org[0];
parms[2] = org[1];
parms[3] = org[2];
parms[4] = red;
parms[5] = green;
parms[6] = blue;
cl.worldmodel->funcs.StainNode(cl.worldmodel->nodes+cl.worldmodel->hulls[0].firstclipnode, parms);
//now stain bsp models other than world.
for (i=1 ; i< pmove.numphysent ; i++) //0 is world...
{
pe = &pmove.physents[i];
if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces)
{
parms[1] = org[0] - pe->origin[0];
parms[2] = org[1] - pe->origin[1];
parms[3] = org[2] - pe->origin[2];
if (pe->angles[0] || pe->angles[1] || pe->angles[2])
{
vec3_t f, r, u, temp;
AngleVectors(pe->angles, f, r, u);
VectorCopy((parms+1), temp);
parms[1] = DotProduct(temp, f);
parms[2] = -DotProduct(temp, r);
parms[3] = DotProduct(temp, u);
}
pe->model->funcs.StainNode(pe->model->nodes+pe->model->hulls[0].firstclipnode, parms);
}
}
}
void Surf_WipeStains(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
memset(lightmap[i]->stainmaps, 255, sizeof(lightmap[i]->stainmaps));
}
}
void Surf_LessenStains(void)
{
int i;
msurface_t *surf;
int smax, tmax;
int s, t;
stmap *stain;
int stride;
int ammount;
int limit;
static float time;
if (!r_stains.value)
return;
time += host_frametime;
if (time < r_stainfadetime.value)
return;
time-=r_stainfadetime.value;
ammount = r_stainfadeammount.value;
limit = 255 - ammount;
surf = cl.worldmodel->surfaces;
for (i=0 ; i<cl.worldmodel->numsurfaces ; i++, surf++)
{
if (surf->stained)
{
surf->cached_dlight=-1;//nice hack here...
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
stain = lightmap[surf->lightmaptexturenum]->stainmaps;
stain += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
stride = (LMBLOCK_WIDTH-smax)*3;
surf->stained = false;
smax*=3;
for (t = 0 ; t<tmax ; t++, stain+=stride)
{
for (s=0 ; s<smax ; s++)
{
if (*stain < limit) //eventually decay to 255
{
*stain += ammount;
surf->stained=true;
}
else //reset to 255
*stain = 255;
stain++;
}
}
}
}
}
/*
===============
R_AddDynamicLights
===============
*/
static void Surf_AddDynamicLights (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
unsigned *bl;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (!(cl_dlights[lnum].flags & LFLAG_LIGHTMAP))
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
bl = blocklights;
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
bl[0] += (rad - dist)*a;
bl++;
}
}
}
}
// warning: <20>Surf_AddDynamicLightNorms<6D> defined but not used
/*
static void Surf_AddDynamicLightNorms (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (!(cl_dlights[lnum].flags & LFLAG_ALLOW_LMHACK))
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
// blocknormals[t*smax + s][0] -= (rad - dist)*(impact[0]-local[0])/8192.0;
// blocknormals[t*smax + s][1] -= (rad - dist)*(impact[1]-local[1])/8192.0;
blocknormals[t*smax + s][2] += 0.5*blocknormals[t*smax + s][2]*(rad - dist)/256;
}
}
}
}
}
*/
#ifdef PEXT_LIGHTSTYLECOL
static void Surf_AddDynamicLightsColours (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
// float temp;
float r, g, b;
unsigned *bl;
vec3_t lightofs;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
VectorSubtract(cl_dlights[lnum].origin, currententity->origin, lightofs);
dist = DotProduct (lightofs, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = lightofs[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
r = cl_dlights[lnum].color[0]*3*256;
g = cl_dlights[lnum].color[1]*3*256;
b = cl_dlights[lnum].color[2]*3*256;
/* if (cl_dlights[lnum].type == 1) //a wierd effect.
{
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
blocklights[t*smax + s] += 2*sin(dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[0]*3;
greenblklights[t*smax + s] += 2*sin(M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[1]*3;
blueblklights[t*smax + s] += 2*sin(2*M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[2]*3;
}
}
}
}
else
*/ {
bl = blocklights;
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
bl[0] += (rad - dist)*r;
bl[1] += (rad - dist)*g;
bl[2] += (rad - dist)*b;
}
bl += 3;
}
}
}
}
}
#endif
static void Surf_BuildDeluxMap (msurface_t *surf, qbyte *dest)
{
int smax, tmax;
int i, j, size;
qbyte *lightmap;
qbyte *deluxmap;
unsigned scale;
int maps;
float intensity;
vec_t *bnorm;
vec3_t temp;
int stride = LMBLOCK_WIDTH*3;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
lightmap = surf->samples;
// set to full bright if no light data
if (!currentmodel->deluxdata)
{
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0.9;//surf->orientation[2][0];
blocknormals[i][1] = 0.8;//surf->orientation[2][1];
blocknormals[i][2] = 1;//surf->orientation[2][2];
}
goto store;
}
if (currentmodel->engineflags & MDLF_RGBLIGHTING)
deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata;
else
deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata;
// clear to no light
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0;
blocknormals[i][1] = 0;
blocknormals[i][2] = 0;
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->engineflags & MDLF_RGBLIGHTING)
{
deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size*3; // skip to next lightmap
deluxmap += size*3;
}
}
else
{
deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size; // skip to next lightmap
deluxmap += size*3;
}
}
}
store:
// add all the dynamic lights
// if (surf->dlightframe == r_framecount)
// GLR_AddDynamicLightNorms (surf);
// bound, invert, and shift
stride -= smax*3;
bnorm = blocknormals[0];
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
temp[0] = bnorm[0];
temp[1] = bnorm[1];
temp[2] = bnorm[2]; //half the effect? so we emulate light's scalecos of 0.5
VectorNormalize(temp);
dest[0] = (temp[0]+1)/2*255;
dest[1] = (temp[1]+1)/2*255;
dest[2] = (temp[2]+1)/2*255;
dest += 3;
bnorm+=3;
}
}
}
enum lm_mode
{
bgra4_os,
bgra4,
rgb3_os,
lum
};
/*any sane compiler will inline and split this, removing the stainsrc stuff
just unpacks the internal lightmap block into texture info ready for upload
merges stains and oversaturates overbrights.
*/
static void Surf_StoreLightmap(qbyte *dest, int smax, int tmax, unsigned int shift, enum lm_mode lm_mode, stmap *stainsrc)
{
int r, g, b, t, m;
unsigned int i, j;
unsigned int *bl;
int stride;
switch (lm_mode)
{
case bgra4_os:
stride = LMBLOCK_WIDTH*4 - (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
dest[0] = b;
dest[1] = g;
dest[2] = r;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (LMBLOCK_WIDTH - smax)*3;
}
break;
/*
case bgra4:
stride = LMBLOCK_WIDTH*4 - (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
if (r > 255)
dest[2] = 255;
else if (r < 0)
dest[2] = 0;
else
dest[2] = r;
if (g > 255)
dest[1] = 255;
else if (g < 0)
dest[1] = 0;
else
dest[1] = g;
if (b > 255)
dest[0] = 255;
else if (b < 0)
dest[0] = 0;
else
dest[0] = b;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (LMBLOCK_WIDTH - smax)*3;
}
break;
*/
case rgb3_os:
stride = LMBLOCK_WIDTH*3 - (smax*3);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
dest[0] = r;
dest[1] = g;
dest[2] = b;
dest += 3;
}
if (stainsrc)
stainsrc += (LMBLOCK_WIDTH - smax)*3;
}
break;
case lum:
stride = LMBLOCK_WIDTH;
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= shift;
if (t > 255)
t = 255;
dest[j] = t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
static void Surf_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift, int ambient)
{
int smax, tmax;
int t;
int i, j, size;
qbyte *lightmap;
unsigned scale;
int maps;
unsigned *bl;
//int stride = LMBLOCK_WIDTH*lightmap_bytes; //warning: unused variable <20>stride<64>
shift += 7; // increase to base value
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
lightmap = surf->samples;
if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE)
{ //fixme: fill in?
Con_Printf("Lightmap too large\n");
return;
}
if (currentmodel->deluxdata)
Surf_BuildDeluxMap(surf, deluxdest);
#ifdef PEXT_LIGHTSTYLECOL
if (lightmap_bytes == 4 || lightmap_bytes == 3)
{
// set to full bright if no light data
if (ambient < 0)
{
t = (-1-ambient)*255;
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
for (maps = 0 ; maps < MAXLIGHTMAPS ; maps++)
{
surf->cached_light[maps] = -1-ambient;
surf->cached_colour[maps] = 0xff;
}
}
else if (r_fullbright.value>0) //not qw
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = r_fullbright.value*255*256;
}
}
else if (!currentmodel->lightdata)
{
/*fullbright if map is not lit*/
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 255*256;
}
}
else if (!surf->samples)
{
/*no samples, but map is otherwise lit = pure black*/
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 0;
}
surf->cached_light[0] = 0;
surf->cached_colour[0] = 0;
}
else
{
// clear to no light
t = ambient;
if (t == 0)
memset(blocklights, 0, size*3*sizeof(*bl));
else
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->fromgame == fg_quake3) //rgb
{
/*q3 lightmaps are meant to be pre-built
this code is misguided, and ought never be executed anyway.
*/
bl = blocklights;
for (i = 0; i < tmax; i++)
{
for (j = 0; j < smax; j++)
{
bl[0] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3];
bl[1] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1];
bl[2] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2];
bl+=3;
}
}
}
else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
{
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (scale)
{
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
{
bl = blocklights;
for (i=0 ; i<size*3 ; i++)
{
*bl++ += *lightmap++ * scale;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0 ; i<size ; i++)
blocklights[i+0] += lightmap[i*3+0] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0 ; i<size ; i++)
blocklights[i+1] += lightmap[i*3+1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0 ; i<size ; i++)
blocklights[i+2] += lightmap[i*3+2] * scale;
lightmap += size*3; // skip to next lightmap
}
}
else
lightmap += size*3; // skip to next lightmap
}
}
else
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
{
bl = blocklights;
for (i=0 ; i<size ; i++)
{
*bl++ += *lightmap * scale;
*bl++ += *lightmap * scale;
*bl++ += *lightmap * scale;
lightmap++;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0, bl = blocklights; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0, bl = blocklights+1; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0, bl = blocklights+2; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
}
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
Surf_AddDynamicLightsColours (surf);
if (!r_stains.value || !surf->stained)
stainsrc = NULL;
if (lightmap_bytes == 4)
{
if (lightmap_bgra)
{
Surf_StoreLightmap(dest, smax, tmax, shift, bgra4_os, stainsrc);
}
else
{
/*if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, stainsrc);
*/
}
}
else if (lightmap_bytes == 3)
{
if (lightmap_bgra)
{
/*
if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, stainsrc);
*/
}
else
{
Surf_StoreLightmap(dest, smax, tmax, shift, rgb3_os, stainsrc);
}
}
}
else
#endif
{
// set to full bright if no light data
if (!surf->samples || !currentmodel->lightdata)
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 255*256;
}
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colour;
}
else if (r_fullbright.ival)
{
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
}
else
{
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = 0;
// add all the lightmaps
if (lightmap)
{
if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/3;
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
for (i=0 ; i<size ; i++)
blocklights[i] += (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
lightmap += size*3; // skip to next lightmap
}
else
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
Surf_AddDynamicLights (surf);
}
Surf_StoreLightmap(dest, smax, tmax, shift, lum, stainsrc);
}
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void Surf_RenderDynamicLightmaps (msurface_t *fa)
{
qbyte *base, *luxbase;
stmap *stainbase;
int maps;
glRect_t *theRect;
int smax, tmax;
if (!fa->mesh)
return;
//surfaces without lightmaps
if (fa->lightmaptexturenum<0)
return;
//surfaces with lightmaps that do not animate, supposedly
if (fa->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP))
return;
// check for lightmap modification
if (!fa->samples)
{
if (fa->cached_light[0] != 0
|| fa->cached_colour[0] != 0)
goto dynamic;
}
else
{
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
|| cl_lightstyle[fa->styles[maps]].colour != fa->cached_colour[maps])
goto dynamic;
}
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
lightmap[fa->lightmaptexturenum]->modified = true;
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
theRect = &lightmap[fa->lightmaptexturenum]->rectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
if (gl_bump.ival)
{
lightmap[fa->lightmaptexturenum]->deluxmodified = true;
theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3;
}
else
luxbase = NULL;
base = lightmap[fa->lightmaptexturenum]->lightmaps;
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
Surf_BuildLightMap (fa, base, luxbase, stainbase, lightmap_shift, r_ambient.value*255);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
void Surf_RenderAmbientLightmaps (msurface_t *fa, int ambient)
{
qbyte *base, *luxbase;
stmap *stainbase;
glRect_t *theRect;
int smax, tmax;
if (!fa->mesh)
return;
//surfaces without lightmaps
if (fa->lightmaptexturenum<0)
return;
//surfaces with lightmaps that do not animate, supposedly
if (fa->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP))
return;
if (fa->cached_light[0] != ambient || fa->cached_colour[0] != 0xff)
goto dynamic;
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
lightmap[fa->lightmaptexturenum]->modified = true;
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
theRect = &lightmap[fa->lightmaptexturenum]->rectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
if (gl_bump.ival)
{
lightmap[fa->lightmaptexturenum]->deluxmodified = true;
theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3;
}
else
luxbase = NULL;
base = lightmap[fa->lightmaptexturenum]->lightmaps;
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
Surf_BuildLightMap (fa, base, luxbase, stainbase, lightmap_shift, -1-ambient);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
static qbyte *R_MarkLeafSurfaces_Q1 (void)
{
qbyte *vis;
mleaf_t *leaf;
int i, j;
msurface_t *surf;
int shift;
vis = R_CalcVis_Q1();
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
{
if (vis[i>>3] & (1<<(i&7)))
{
leaf = (mleaf_t *)&cl.worldmodel->leafs[i+1];
if (R_CullBox (leaf->minmaxs, leaf->minmaxs+3))
continue;
leaf->visframe = r_visframecount;
for (j = 0; j < leaf->nummarksurfaces; j++)
{
surf = leaf->firstmarksurface[j];
if (surf->visframe == r_visframecount)
continue;
surf->visframe = r_visframecount;
*surf->mark = surf;
}
}
}
{
texture_t *tex;
shift = Surf_LightmapShift(cl.worldmodel);
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
tex = cl.worldmodel->textures[i];
if (!tex)
continue;
for (j = 0; j < tex->vbo.meshcount; j++)
{
surf = tex->vbo.meshlist[j];
if (surf)
{
Surf_RenderDynamicLightmaps (surf);
tex->vbo.meshlist[j] = NULL;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
}
return vis;
}
/*
================
R_RecursiveWorldNode
================
*/
static void Surf_RecursiveWorldNode (mnode_t *node, unsigned int clipflags)
{
int c, side, clipped;
mplane_t *plane, *clipplane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
start:
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
for (c = 0, clipplane = frustum; c < 4; c++, clipplane++)
{
if (!(clipflags & (1 << c)))
continue; // don't need to clip against it
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
if (clipped == 2)
return;
else if (clipped == 1)
clipflags -= (1<<c); // node is entirely on screen
}
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->visframe = r_framecount;
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
Surf_RecursiveWorldNode (node->children[side], clipflags);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
if (dot < 0 -BACKFACE_EPSILON)
side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
continue; // wrong side
Surf_RenderDynamicLightmaps (surf);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
// recurse down the back side
//GLR_RecursiveWorldNode (node->children[!side], clipflags);
node = node->children[!side];
goto start;
}
#ifdef Q2BSPS
static void Surf_RecursiveQ2WorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int sidebit;
if (node->contents == Q2CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs+3))
return;
// if a leaf node, draw stuff
if (node->contents != -1)
{
pleaf = (mleaf_t *)node;
// check for door connected areas
// if (areabits)
{
if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
return; // not visible
}
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark)->visframe = r_framecount;
mark++;
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
{
side = 0;
sidebit = 0;
}
else
{
side = 1;
sidebit = SURF_PLANEBACK;
}
// recurse down the children, front side first
Surf_RecursiveQ2WorldNode (node->children[side]);
// draw stuff
for ( c = node->numsurfaces, surf = currentmodel->surfaces + node->firstsurface; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if ( (surf->flags & SURF_PLANEBACK) != sidebit )
continue; // wrong side
surf->visframe = r_framecount+1;//-1;
Surf_RenderDynamicLightmaps (surf);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
// recurse down the back side
Surf_RecursiveQ2WorldNode (node->children[!side]);
}
#endif
#ifdef Q3BSPS
static void Surf_LeafWorldNode (void)
{
int i;
int clipflags;
msurface_t **mark, *surf;
mleaf_t *pleaf;
int clipped;
mplane_t *clipplane;
for (pleaf = r_vischain; pleaf; pleaf = pleaf->vischain)
{
// check for door connected areas
// if (areabits)
{
// if (!(areabits[pleaf->area>>3] & (1<<(pleaf->area&7))))
// {
// continue; // not visible
// }
}
clipflags = 15; // 1 | 2 | 4 | 8
// if (!r_nocull->value)
{
for (i=0,clipplane=frustum ; i<4 ; i++,clipplane++)
{
clipped = BoxOnPlaneSide (pleaf->minmaxs, pleaf->minmaxs+3, clipplane);
if (clipped == 2)
{
break;
}
else if (clipped == 1)
{
clipflags &= ~(1<<i); // node is entirely on screen
}
}
if (i != 4)
{
continue;
}
}
i = pleaf->nummarksurfaces;
mark = pleaf->firstmarksurface;
do
{
surf = *mark++;
if (surf->visframe != r_framecount) //sufraces exist in multiple leafs.
{
surf->visframe = r_framecount;
if (surf->mark)
*surf->mark = surf;
}
} while (--i);
// c_world_leafs++;
}
{
int j;
texture_t *tex;
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
tex = cl.worldmodel->textures[i];
if (!tex)
continue;
for (j = 0; j < tex->vbo.meshcount; j++)
{
surf = tex->vbo.meshlist[j];
if (surf)
{
tex->vbo.meshlist[j] = NULL;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
}
}
#endif
static void Surf_CleanChains(void)
{
model_t *model = cl.worldmodel;
batch_t *batch;
int i;
if (r_refdef.recurse)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->meshes = batch->firstmesh;
}
}
else
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->meshes = batch->firstmesh;
}
}
}
//most of this is a direct copy from gl
void Surf_SetupFrame(void)
{
mleaf_t *leaf;
vec3_t temp;
R_AnimateLight();
r_framecount++;
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
{
}
#ifdef Q2BSPS
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
{
static mleaf_t fakeleaf;
mleaf_t *leaf;
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
r_viewleaf->contents = Q1CONTENTS_EMPTY;
r_viewleaf2 = NULL;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
if (r_refdef.recurse)
leaf = RMod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin);
else
leaf = RMod_PointInLeaf (cl.worldmodel, r_origin);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
#endif
else if (cl.worldmodel && cl.worldmodel->fromgame == fg_doom3)
{
r_viewleaf = NULL;
r_viewleaf2 = NULL;
}
else
{
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
if (r_refdef.recurse)
r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin);
else
r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_origin);
if (!r_viewleaf)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
{ //in water, look up a bit.
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents == Q1CONTENTS_EMPTY)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else
r_viewleaf2 = NULL;
if (r_viewleaf)
V_SetContentsColor (r_viewleaf->contents);
}
}
static mesh_t *surfbatchmeshes[256];
static void Surf_BuildBrushBatch(batch_t *batch)
{
model_t *model = batch->ent->model;
unsigned int i;
batch->mesh = surfbatchmeshes;
batch->meshes = batch->surf_count;
for (i = 0; i < batch->surf_count; i++)
{
surfbatchmeshes[i] = model->surfaces[batch->surf_first + i].mesh;
}
}
void Surf_GenBrushBatches(batch_t **batches, entity_t *ent)
{
int i;
msurface_t *s;
model_t *model;
batch_t *b;
unsigned int bef;
model = ent->model;
if (R_CullEntityBox (ent, model->mins, model->maxs))
return;
#ifdef RTLIGHTS
if (BE_LightCullModel(ent->origin, model))
return;
#endif
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (model->fromgame != fg_quake3 && model->fromgame != fg_doom3)
{
int k;
currententity = ent;
currentmodel = ent->model;
if (model->nummodelsurfaces != 0 && r_dynamic.ival)
{
for (k=rtlights_first; k<RTL_FIRST; k++)
{
if (!cl_dlights[k].radius)
continue;
if (!(cl_dlights[k].flags & LFLAG_LIGHTMAP))
continue;
model->funcs.MarkLights (&cl_dlights[k], 1<<k,
model->nodes + model->hulls[0].firstclipnode);
}
}
Surf_LightmapShift(model);
if ((ent->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderAmbientLightmaps (s, ent->abslight);
}
else if (ent->drawflags & DRF_TRANSLUCENT)
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderAmbientLightmaps (s, 255);
}
else
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderDynamicLightmaps (s);
}
currententity = NULL;
}
bef = BEF_PUSHDEPTH;
if (ent->flags & Q2RF_ADDITIVE)
bef |= BEF_FORCEADDITIVE;
else if (ent->drawflags & DRF_TRANSLUCENT && r_wateralpha.value != 1)
{
bef |= BEF_FORCETRANSPARENT;
ent->shaderRGBAf[3] = r_wateralpha.value;
}
else if (ent->flags & Q2RF_TRANSLUCENT && cls.protocol != CP_QUAKE3)
bef |= BEF_FORCETRANSPARENT;
if (ent->flags & RF_NODEPTHTEST)
bef |= BEF_FORCENODEPTH;
if (ent->flags & RF_NOSHADOW)
bef |= BEF_NOSHADOWS;
if (!model->surfaces && model->batches)
{
for (i = 0; i < model->numsurfaces; i++)
{
b = BE_GetTempBatch();
if (!b)
continue;
*b = model->batches[0][i];
b->mesh = (mesh_t**)&model->batches[0][i].mesh;
b->ent = ent;
if (bef & BEF_FORCEADDITIVE)
{
b->next = batches[SHADER_SORT_ADDITIVE];
batches[SHADER_SORT_ADDITIVE] = b;
}
else if (bef & BEF_FORCETRANSPARENT)
{
b->next = batches[SHADER_SORT_BLEND];
batches[SHADER_SORT_BLEND] = b;
}
else
{
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
return;
}
b = NULL;
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
{
if (!b || b->lightmap != s->lightmaptexturenum || b->texture != s->texinfo->texture || b->surf_count >= sizeof(surfbatchmeshes)/sizeof(surfbatchmeshes[0]))
{
b = BE_GetTempBatch();
if (!b)
break;
b->buildmeshes = NULL;
b->ent = ent;
b->texture = s->texinfo->texture;
b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader;
b->skin = &b->shader->defaulttextures;
b->flags = bef;
if (bef & BEF_FORCEADDITIVE)
{
b->next = batches[SHADER_SORT_ADDITIVE];
batches[SHADER_SORT_ADDITIVE] = b;
}
else if (bef & BEF_FORCETRANSPARENT)
{
b->next = batches[SHADER_SORT_BLEND];
batches[SHADER_SORT_BLEND] = b;
}
else
{
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
b->surf_first = s - model->surfaces;
b->surf_count = 0;
b->buildmeshes = Surf_BuildBrushBatch;
b->meshes = 0;
b->firstmesh = 0;
b->lightmap = s->lightmaptexturenum;
b->mesh = NULL;
b->vbo = NULL;
}
b->surf_count++;
b->meshes++;
}
}
/*
=============
R_DrawWorld
=============
*/
void Surf_DrawWorld (void)
{
qbyte *vis;
RSpeedLocals();
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
{
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
BE_DrawWorld(NULL);
return;
}
if (!cl.worldmodel || cl.worldmodel->needload)
{
/*Don't act as a wallhack*/
return;
}
Surf_SetupFrame();
currentmodel = cl.worldmodel;
currententity = &r_worldentity;
#ifdef MAP_DOOM
if (currentmodel->fromgame = fg_doom)
GLR_DoomWorld();
else
#endif
{
RSpeedRemark();
Surf_LightmapShift(cl.worldmodel);
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
{
int leafnum;
int clientarea;
#ifdef QUAKE2
if (cls.protocol == CP_QUAKE2) //we can get server sent info
memcpy(areabits, cl.q2frame.areabits, sizeof(areabits));
else
#endif
{ //generate the info each frame.
leafnum = CM_PointLeafnum (cl.worldmodel, r_refdef.vieworg);
clientarea = CM_LeafArea (cl.worldmodel, leafnum);
CM_WriteAreaBits(cl.worldmodel, areabits, clientarea);
}
#ifdef Q3BSPS
if (currententity->model->fromgame == fg_quake3)
{
vis = R_MarkLeaves_Q3 ();
Surf_LeafWorldNode ();
}
else
#endif
{
vis = R_MarkLeaves_Q2 ();
VectorCopy (r_refdef.vieworg, modelorg);
Surf_RecursiveQ2WorldNode (cl.worldmodel->nodes);
}
}
else
#endif
#ifdef MAP_PROC
if (cl.worldmodel->fromgame == fg_doom3)
{
vis = D3_CalcVis(cl.worldmodel, r_refdef.vieworg);
}
else
#endif
#ifdef TERRAIN
if (currentmodel->type == mod_heightmap)
{
vis = NULL;
}
else
#endif
{
//extern cvar_t temp1;
if (0)//temp1.value)
vis = R_MarkLeafSurfaces_Q1();
else
{
vis = R_MarkLeaves_Q1 ();
VectorCopy (r_refdef.vieworg, modelorg);
Surf_RecursiveWorldNode (cl.worldmodel->nodes, 0xf);
}
}
CL_LinkStaticEntities(vis);
RSpeedEnd(RSPEED_WORLDNODE);
TRACE(("dbg: calling BE_DrawWorld\n"));
BE_DrawWorld(vis);
/*FIXME: move this away*/
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife)
Surf_LessenStains();
Surf_CleanChains();
}
}
/*
=============================================================================
LIGHTMAP ALLOCATION
=============================================================================
*/
// returns a texture number and the position inside it
static int Surf_LM_AllocBlock (int w, int h, int *x, int *y, shader_t *shader)
{
int i, j;
int best, best2;
int texnum;
for (texnum=0 ; ; texnum++)
{
if (texnum == numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap[numlightmaps+0] = NULL;
lightmap[numlightmaps+1] = NULL;
lightmap[numlightmaps+2] = NULL;
lightmap[numlightmaps+3] = NULL;
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
lightmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
deluxmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
numlightmaps+=4;
}
if (!lightmap[texnum])
{
lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum]));
lightmap[texnum]->meshchain = NULL;
lightmap[texnum]->modified = true;
lightmap[texnum]->shader = shader;
// reset stainmap since it now starts at 255
memset(lightmap[texnum]->stainmaps, 255, sizeof(lightmap[texnum]->stainmaps));
//clear out the deluxmaps incase there is none on the map.
for (j = 0; j < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3; j+=3)
{
lightmap[texnum]->deluxmaps[j+0] = 128;
lightmap[texnum]->deluxmaps[j+1] = 128;
lightmap[texnum]->deluxmaps[j+2] = 255;
}
}
if (lightmap[texnum]->external)
lightmap_textures[texnum] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
/*not required, but using one lightmap per texture can result in better texture unit switching*/
if (lightmap[texnum]->shader != shader)
continue;
best = LMBLOCK_HEIGHT;
for (i=0 ; i<LMBLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (lightmap[texnum]->allocated[i+j] >= best)
break;
if (lightmap[texnum]->allocated[i+j] > best2)
best2 = lightmap[texnum]->allocated[i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > LMBLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
lightmap[texnum]->allocated[*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
return 0;
}
//quake3 maps have their lightmaps in gl style already.
//rather than forgetting that and redoing it, let's just keep the data.
static int Surf_LM_FillBlock (int texnum, int w, int h, int x, int y)
{
int i, l;
while (texnum >= numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap[numlightmaps+0] = NULL;
lightmap[numlightmaps+1] = NULL;
lightmap[numlightmaps+2] = NULL;
lightmap[numlightmaps+3] = NULL;
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
lightmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
lightmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
deluxmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
deluxmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
numlightmaps+=4;
}
for (i = texnum; i >= 0; i--)
{
if (!lightmap[i])
{
lightmap[i] = BZ_Malloc(sizeof(*lightmap[i]));
lightmap[i]->meshchain = NULL;
lightmap[i]->modified = true;
for (l=0 ; l<LMBLOCK_HEIGHT ; l++)
{
lightmap[i]->allocated[l] = LMBLOCK_HEIGHT;
}
lightmap[i]->rectchange.l = 0;
lightmap[i]->rectchange.t = 0;
lightmap[i]->rectchange.w = LMBLOCK_WIDTH;
lightmap[i]->rectchange.h = LMBLOCK_HEIGHT;
//clear out the deluxmaps incase there is none on the map.
for (l = 0; l < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3; l+=3)
{
lightmap[i]->deluxmaps[l+0] = 0;
lightmap[i]->deluxmaps[l+1] = 0;
lightmap[i]->deluxmaps[l+2] = 255;
}
if (cl.worldmodel->lightdata)
{
if (lightmap_bytes == 4)
{
int j;
if (lightmap_bgra)
{
for (j = 0; j < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT; j++)
{
lightmap[i]->lightmaps[(j<<2)+0] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i))[2];
lightmap[i]->lightmaps[(j<<2)+1] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i))[1];
lightmap[i]->lightmaps[(j<<2)+2] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i))[0];
lightmap[i]->lightmaps[(j<<2)+3] = 255;
}
}
else
{
for (j = 0; j < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT; j++)
{
lightmap[i]->lightmaps[(j<<2)+0] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i))[0];
lightmap[i]->lightmaps[(j<<2)+1] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i))[1];
lightmap[i]->lightmaps[(j<<2)+2] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i))[2];
lightmap[i]->lightmaps[(j<<2)+3] = 255;
}
}
}
else
{
/*BUG: assumes RGB. if its BGR then wrong colours, but whys that going to happen*/
memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
}
}
else
{
char basename[MAX_QPATH];
//maybe someone screwed with my lightmap...
memset(lightmap[i]->lightmaps, 255, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
COM_StripExtension(cl.worldmodel->name, basename, sizeof(basename));
if (!lightmap[i]->external)
R_DestroyTexture(lightmap_textures[i]);
lightmap[i]->external = true;
lightmap_textures[i] = R_LoadHiResTexture(va("%s/lm_%04i", basename, i), NULL, IF_NOALPHA|IF_NOGAMMA);
lightmap[i]->modified = false;
}
}
else
break;
}
return texnum;
}
/*
================
BuildSurfaceDisplayList
FIXME: this is probably misplaced
lightmaps are already built by the time this is called
================
*/
void Surf_BuildSurfaceDisplayList (model_t *model, msurface_t *fa)
{
int i, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
float s, t;
// reconstruct the polygon
pedges = model->edges;
lnumverts = fa->numedges;
vertpage = 0;
if (!lnumverts)
{
fa->mesh = &nullmesh;
return;
}
{ //build a nice mesh instead of a poly.
int size = sizeof(mesh_t) + sizeof(index_t)*(lnumverts-2)*3 + (sizeof(vecV_t) + 3*sizeof(vec3_t) + 2*sizeof(vec2_t) + sizeof(vec4_t))*lnumverts;
mesh_t *mesh;
fa->mesh = mesh = Hunk_Alloc(size);
mesh->xyz_array = (vecV_t*)(mesh + 1);
mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts);
mesh->snormals_array = (vec3_t*)(mesh->normals_array + lnumverts);
mesh->tnormals_array = (vec3_t*)(mesh->snormals_array + lnumverts);
mesh->st_array = (vec2_t*)(mesh->tnormals_array + lnumverts);
mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts);
mesh->colors4f_array = (vec4_t*)(mesh->lmst_array + lnumverts);
mesh->indexes = (index_t*)(mesh->colors4f_array + lnumverts);
mesh->numindexes = (lnumverts-2)*3;
mesh->numvertexes = lnumverts;
mesh->istrifan = true;
for (i=0 ; i<lnumverts-2 ; i++)
{
mesh->indexes[i*3] = 0;
mesh->indexes[i*3+1] = i+1;
mesh->indexes[i*3+2] = i+2;
}
for (i=0 ; i<lnumverts ; i++)
{
lindex = model->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = model->vertexes[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = model->vertexes[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
mesh->st_array[i][0] = s/fa->texinfo->texture->width;
mesh->st_array[i][1] = t/fa->texinfo->texture->height;
s -= fa->texturemins[0];
s += fa->light_s*16;
s += 8;
s /= LMBLOCK_WIDTH*16;
t -= fa->texturemins[1];
t += fa->light_t*16;
t += 8;
t /= LMBLOCK_HEIGHT*16;
mesh->lmst_array[i][0] = s;
mesh->lmst_array[i][1] = t;
if (fa->flags & SURF_PLANEBACK)
VectorNegate(fa->plane->normal, mesh->normals_array[i]);
else
VectorCopy(fa->plane->normal, mesh->normals_array[i]);
VectorNegate(fa->texinfo->vecs[0], mesh->snormals_array[i]);
VectorNegate(fa->texinfo->vecs[1], mesh->tnormals_array[i]);
VectorNormalize(mesh->snormals_array[i]);
VectorNormalize(mesh->tnormals_array[i]);
mesh->colors4f_array[i][0] = 1;
mesh->colors4f_array[i][1] = 1;
mesh->colors4f_array[i][2] = 1;
mesh->colors4f_array[i][3] = 1;
}
}
}
/*
========================
GL_CreateSurfaceLightmap
========================
*/
static void Surf_CreateSurfaceLightmap (msurface_t *surf, int shift)
{
int smax, tmax;
qbyte *base, *luxbase; stmap *stainbase;
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
surf->lightmaptexturenum = -1;
if (surf->texinfo->flags & TEX_SPECIAL)
surf->lightmaptexturenum = -1;
if (surf->lightmaptexturenum<0)
{
surf->lightmaptexturenum = -1;
return;
}
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
if (smax > LMBLOCK_WIDTH || tmax > LMBLOCK_HEIGHT || smax < 0 || tmax < 0)
{ //whoa, buggy.
surf->lightmaptexturenum = -1;
return;
}
if (currentmodel->fromgame == fg_quake3)
{
Surf_LM_FillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t);
return;
}
else
surf->lightmaptexturenum = Surf_LM_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t, surf->texinfo->texture->shader);
base = lightmap[surf->lightmaptexturenum]->lightmaps;
base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
luxbase = lightmap[surf->lightmaptexturenum]->deluxmaps;
luxbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
Surf_BuildLightMap (surf, base, luxbase, stainbase, shift, r_ambient.value*255);
}
void Surf_DeInit(void)
{
int i;
if (lightmap_textures)
{
for (i = 0; i < numlightmaps; i++)
if (!lightmap[i] || lightmap[i]->external)
R_DestroyTexture(lightmap_textures[i]);
BZ_Free(lightmap_textures);
}
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (lightmap)
BZ_Free(lightmap);
lightmap_textures=NULL;
lightmap=NULL;
numlightmaps=0;
}
void Surf_Clear(model_t *mod)
{
batch_t *b;
int i;
if (mod->fromgame == fg_doom3)
return;/*they're on the hunk*/
for (i = 0; i < SHADER_SORT_COUNT; i++)
{
while ((b = mod->batches[i]))
{
mod->batches[i] = b->next;
BZ_Free(b->mesh);
Z_Free(b);
}
}
}
/*
==================
GL_BuildLightmaps
Builds the lightmap texture
with all the surfaces from all brush models
Groups surfaces into their respective batches (based on the lightmap number).
==================
*/
void Surf_BuildLightmaps (void)
{
int i, j, t;
model_t *m;
int shift;
msurface_t *surf;
batch_t *batch, *bstop;
vec3_t sn;
int sortid;
int ptype;
r_framecount = 1; // no dlightcache
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (cl.worldmodel->fromgame == fg_doom)
return; //no lightmaps.
lightmap_bgra = true;
switch(qrenderer)
{
case QR_DIRECT3D:
#ifdef D3DQUAKE
/*always bgra, hope your card supports it*/
lightmap_bytes = 4;
lightmap_bgra = true;
#endif
break;
case QR_OPENGL:
#ifdef GLQUAKE
/*favour bgra if the gpu supports it, otherwise use rgb only if it'll be used*/
lightmap_bgra = false;
if (gl_config.gles)
{
lightmap_bytes = 3;
lightmap_bgra = false;
}
else if (gl_config.glversion >= 1.2)
{
/*the more common case*/
lightmap_bytes = 4;
lightmap_bgra = true;
}
else if (cl.worldmodel->fromgame == fg_quake3 || (cl.worldmodel->engineflags & MDLF_RGBLIGHTING) || cl.worldmodel->deluxdata || r_loadlits.value)
{
lightmap_bgra = false;
lightmap_bytes = 3;
}
else
lightmap_bytes = 1;
break;
#endif
case QR_NONE:
break;
}
for (j=1 ; j<MAX_MODELS ; j++)
{
m = cl.model_precache[j];
if (!m)
break;
if (m->name[0] == '*')
continue;
currentmodel = m;
shift = Surf_LightmapShift(currentmodel);
for (t = m->numtextures-1; t >= 0; t--)
{
if (m == cl.worldmodel)
ptype = P_FindParticleType(va("tex_%s", m->textures[t]->name));
else
ptype = P_INVALID;
m->textures[t]->wtexno = t;
sortid = m->textures[t]->shader->sort;
bstop = m->batches[sortid];
batch = NULL;
for (i=0 ; i<m->numsurfaces ; i++)
{//extra texture loop so we get slightly less texture switches
surf = m->surfaces + i;
if (surf->texinfo->texture == m->textures[t])
{
P_EmitSkyEffectTris(m, surf, ptype);
Surf_CreateSurfaceLightmap (surf, shift);
/*the excessive logic is to give portals separate batches for separate planes*/
if (sortid == SHADER_SORT_PORTAL)
{
if (surf->flags & SURF_PLANEBACK)
VectorNegate(surf->plane->normal, sn);
else
VectorCopy(surf->plane->normal, sn);
}
else
VectorClear(sn);
if (!batch || batch->lightmap != surf->lightmaptexturenum || (sortid == SHADER_SORT_PORTAL && !VectorCompare(sn, batch->normal)))
{
if (sortid == SHADER_SORT_PORTAL)
{
for (batch = m->batches[sortid]; batch != bstop; batch = batch->next)
{
if (batch->lightmap == surf->lightmaptexturenum && VectorCompare(sn, batch->normal))
break;
}
}
else
{
for (batch = m->batches[sortid]; batch != bstop; batch = batch->next)
{
if (batch->lightmap == surf->lightmaptexturenum)
break;
}
}
if (batch == bstop)
{
batch = Z_Malloc(sizeof(*batch));
batch->lightmap = surf->lightmaptexturenum;
batch->texture = m->textures[t];
batch->next = m->batches[sortid];
batch->ent = &r_worldentity;
VectorCopy(sn, batch->normal);
m->batches[sortid] = batch;
}
}
surf->sbatch = batch;
batch->maxmeshes++;
if (m->surfaces[i].mesh) //there are some surfaces that have a display list already (q3 ones)
continue;
Surf_BuildSurfaceDisplayList (m, surf);
}
}
}
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = m->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->mesh = BZ_Malloc(sizeof(*batch->mesh)*batch->maxmeshes*2);
}
BE_GenBrushModelVBO(m);
}
BE_UploadAllLightmaps();
}
#endif