mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-11 15:12:29 +00:00
9ee7301d32
playing around with fragmentation and mtus. added net_mtu to negotiate some mtu size for smaller (or larger) network messages. setting a custom mtu allows for message fragmentation too. trying to add a reworked deltaing protocol, including all sorts of fun stuff like bbox sizes, and higher ent limits. added support for content override entities. set the skin field to some (negative) contents value, and you get movable water with prediction and waterwarp and everything, though you likely want a custom qbsp or a shader to get backface culling. removed some madness with model skins, fixing some weird q3 bugs. fixed forced-pause-on-start for q2 fixed q3 server to actually accept client packets again. fixed strftime builtin git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3979 fc73d0e0-1445-4013-8a0c-d673dee63da5
2716 lines
65 KiB
C
2716 lines
65 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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#if defined(GLQUAKE) || defined(D3DQUAKE)
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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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extern cvar_t r_ambient;
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static vec3_t modelorg; /*set before recursively entering the visible surface finder*/
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static 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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qboolean lightmap_bgra;
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texid_t *lightmap_textures;
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texid_t *deluxmap_textures;
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#define MAX_LIGHTMAP_SIZE LMBLOCK_WIDTH
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vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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unsigned blocklights[3*MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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lightmapinfo_t **lightmap;
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int numlightmaps;
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mleaf_t *r_vischain; // linked list of visible leafs
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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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static int lightmap_shift;
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int Surf_LightmapShift (model_t *model)
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{
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extern cvar_t gl_overbright_all, gl_overbright;
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if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT))
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lightmap_shift = bound(0, gl_overbright.ival, 2);
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else
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lightmap_shift = 0;
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return lightmap_shift;
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}
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void Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue)
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{
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Mod_RebuildLightmaps();
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}
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//radius, x y z, r g b
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void Surf_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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int lim;
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mtexinfo_t *tex;
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stmap *stainbase;
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lim = 255 - (r_stains.value*255);
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#define stain(x) \
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change = stainbase[(s)*3+x] + amm*parms[4+x]; \
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stainbase[(s)*3+x] = bound(lim, change, 255);
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if (surf->lightmaptexturenum < 0)
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return;
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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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static void Surf_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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Surf_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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Surf_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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Surf_StainSurf(surf, parms);
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}
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Surf_StainNode (node->children[0], parms);
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Surf_StainNode (node->children[1], parms);
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}
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*/
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void Surf_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 || cl.worldmodel->needload || r_stains.value <= 0)
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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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if (pe->angles[0] || pe->angles[1] || pe->angles[2])
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{
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vec3_t f, r, u, temp;
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AngleVectors(pe->angles, f, r, u);
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VectorCopy((parms+1), temp);
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parms[1] = DotProduct(temp, f);
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parms[2] = -DotProduct(temp, r);
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parms[3] = DotProduct(temp, u);
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}
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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 Surf_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, 255, sizeof(lightmap[i]->stainmaps));
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}
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}
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void Surf_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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int limit;
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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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limit = 255 - ammount;
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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 < limit) //eventually decay to 255
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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 //reset to 255
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*stain = 255;
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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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static void Surf_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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unsigned *bl;
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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=rtlights_first; lnum<RTL_FIRST; 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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if (!(cl_dlights[lnum].flags & LFLAG_LIGHTMAP))
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continue;
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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]*NTSC_RED + cl_dlights[lnum].color[1]*NTSC_GREEN + cl_dlights[lnum].color[2]*NTSC_BLUE);
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bl = blocklights;
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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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bl[0] += (rad - dist)*a;
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bl++;
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}
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}
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}
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}
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// warning: <20>Surf_AddDynamicLightNorms<6D> defined but not used
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/*
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static void Surf_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=rtlights_first; lnum<RTL_FIRST; 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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if (!(cl_dlights[lnum].flags & LFLAG_ALLOW_LMHACK))
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continue;
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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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|
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a = 256*(cl_dlights[lnum].color[0]*NTSC_RED + cl_dlights[lnum].color[1]*NTSC_GREEN + cl_dlights[lnum].color[2]*NTSC_BLUE);
|
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|
||
for (t = 0 ; t<tmax ; t++)
|
||
{
|
||
td = local[1] - t*16;
|
||
if (td < 0)
|
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td = -td;
|
||
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)
|
||
sd = -sd;
|
||
if (sd > td)
|
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dist = sd + (td>>1);
|
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else
|
||
dist = td + (sd>>1);
|
||
if (dist < minlight)
|
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{
|
||
// 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]*128;
|
||
g = cl_dlights[lnum].color[1]*128;
|
||
b = cl_dlights[lnum].color[2]*128;
|
||
|
||
/* if (cl_dlights[lnum].type == 1) //a wierd effect.
|
||
{
|
||
for (t = 0 ; 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;
|
||
|
||
//surfaces without lightmaps
|
||
if (fa->lightmaptexturenum<0)
|
||
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 (r_deluxemapping.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;
|
||
|
||
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 (r_deluxemapping.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++;
|
||
|
||
r_viewcontents = 0;
|
||
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;
|
||
}
|
||
|
||
r_viewcontents = leaf->contents;
|
||
}
|
||
#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)
|
||
{
|
||
switch(r_viewleaf->contents)
|
||
{
|
||
case Q1CONTENTS_WATER:
|
||
r_viewcontents |= FTECONTENTS_WATER;
|
||
break;
|
||
case Q1CONTENTS_LAVA:
|
||
r_viewcontents |= FTECONTENTS_LAVA;
|
||
break;
|
||
case Q1CONTENTS_SLIME:
|
||
r_viewcontents |= FTECONTENTS_SLIME;
|
||
break;
|
||
case Q1CONTENTS_SKY:
|
||
r_viewcontents |= FTECONTENTS_SKY;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*pick up any extra water entities*/
|
||
{
|
||
extern vec3_t player_maxs, player_mins;
|
||
vec3_t t1,t2;
|
||
VectorCopy(player_mins, t1);
|
||
VectorCopy(player_maxs, t2);
|
||
VectorClear(player_maxs);
|
||
VectorClear(player_mins);
|
||
r_viewcontents |= PM_ExtraBoxContents(r_origin);
|
||
VectorCopy(t1, player_mins);
|
||
VectorCopy(t2, player_maxs);
|
||
}
|
||
V_SetContentsColor (r_viewcontents);
|
||
}
|
||
|
||
|
||
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;
|
||
|
||
{
|
||
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
|
||
if (currentmodel->fromgame == fg_doom)
|
||
{
|
||
vis = NULL;
|
||
GLR_DoomWorld();
|
||
}
|
||
else
|
||
#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 ();
|
||
if (!(r_novis.ival & 2))
|
||
VectorCopy (r_refdef.vieworg, modelorg);
|
||
|
||
Surf_RecursiveWorldNode (cl.worldmodel->nodes, 0xf);
|
||
}
|
||
}
|
||
|
||
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
||
{
|
||
CL_LinkStaticEntities(vis);
|
||
TRACE(("dbg: calling R_DrawParticles\n"));
|
||
P_DrawParticles ();
|
||
}
|
||
|
||
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));
|
||
memset(lightmap_textures+numlightmaps, 0, sizeof(*lightmap_textures)*(4));
|
||
|
||
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
|
||
memset(deluxmap_textures+numlightmaps, 0, sizeof(*deluxmap_textures)*(4));
|
||
numlightmaps+=4;
|
||
}
|
||
if (!lightmap[texnum])
|
||
{
|
||
lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum]));
|
||
lightmap[texnum]->meshchain = NULL;
|
||
lightmap[texnum]->modified = true;
|
||
lightmap[texnum]->shader = shader;
|
||
lightmap[texnum]->external = true;
|
||
// 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_WIDTH*LMBLOCK_HEIGHT*3; j+=3)
|
||
{
|
||
lightmap[texnum]->deluxmaps[j+0] = 128;
|
||
lightmap[texnum]->deluxmaps[j+1] = 128;
|
||
lightmap[texnum]->deluxmaps[j+2] = 255;
|
||
}
|
||
}
|
||
|
||
/*not required, but using one lightmap per texture can result in better texture unit switching*/
|
||
if (lightmap[texnum]->shader != shader)
|
||
continue;
|
||
|
||
if (lightmap[texnum]->external)
|
||
{
|
||
TEXASSIGN(lightmap_textures[texnum], R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT));
|
||
TEXASSIGN(deluxmap_textures[texnum], R_AllocNewTexture("***deluxmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT));
|
||
lightmap[texnum]->external = false;
|
||
}
|
||
|
||
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));
|
||
memset(lightmap_textures+numlightmaps, 0, sizeof(*lightmap_textures)*(4));
|
||
|
||
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
|
||
memset(deluxmap_textures+numlightmaps, 0, sizeof(*deluxmap_textures)*(4));
|
||
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;
|
||
lightmap[i]->external = true;
|
||
for (l=0 ; l<LMBLOCK_WIDTH ; 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_WIDTH*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[i]->external)
|
||
{
|
||
TEXASSIGN(lightmap_textures[i], R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT));
|
||
TEXASSIGN(deluxmap_textures[i], R_AllocNewTexture("***deluxmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT));
|
||
lightmap[i]->external = false;
|
||
}
|
||
if (lightmap_bytes == 4)
|
||
{
|
||
int j;
|
||
if (lightmap_bgra)
|
||
{
|
||
for (j = 0; j < LMBLOCK_WIDTH*LMBLOCK_HEIGHT; j++)
|
||
{
|
||
lightmap[i]->lightmaps[(j<<2)+0] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[2];
|
||
lightmap[i]->lightmaps[(j<<2)+1] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[1];
|
||
lightmap[i]->lightmaps[(j<<2)+2] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[0];
|
||
lightmap[i]->lightmaps[(j<<2)+3] = 255;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
for (j = 0; j < LMBLOCK_WIDTH*LMBLOCK_HEIGHT; j++)
|
||
{
|
||
lightmap[i]->lightmaps[(j<<2)+0] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[0];
|
||
lightmap[i]->lightmaps[(j<<2)+1] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[1];
|
||
lightmap[i]->lightmaps[(j<<2)+2] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*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_WIDTH*LMBLOCK_HEIGHT*i, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*3);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
char basename[MAX_QPATH];
|
||
//maybe someone screwed with my lightmap...
|
||
memset(lightmap[i]->lightmaps, 255, LMBLOCK_WIDTH*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;
|
||
|
||
//surfaces with lightmaps that do not animate, supposedly
|
||
if (surf->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP))
|
||
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]);
|
||
R_DestroyTexture(deluxmap_textures[i]);
|
||
}
|
||
}
|
||
BZ_Free(lightmap_textures);
|
||
BZ_Free(deluxmap_textures);
|
||
}
|
||
lightmap_textures=NULL;
|
||
deluxmap_textures = NULL;
|
||
|
||
for (i = 0; i < numlightmaps; i++)
|
||
{
|
||
if (!lightmap[i])
|
||
break;
|
||
BZ_Free(lightmap[i]);
|
||
lightmap[i] = NULL;
|
||
}
|
||
|
||
if (lightmap)
|
||
BZ_Free(lightmap);
|
||
|
||
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
|