mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
6e3f69f504
fte particle scripts are disabled (classic works). I'll fix these in the new year. Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here. Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time. Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete. Added more info to glsl custom shaders. Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
5433 lines
136 KiB
C
5433 lines
136 KiB
C
//FIXME: Light visibility is decided from weather the light's pvs overlaps the view pvs.
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//This doesn't take light radius into account. This means that lights around corners that will never be visible are drawn in full per-pixel goodness.
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//This is bad. lights*3, 33% framerate for no worthwhile effect.
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#include "quakedef.h"
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#ifdef RGLQUAKE
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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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#define qglGetError() 0
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//these are shared with gl_rsurf - move to header
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void R_MirrorChain (msurface_t *s);
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void GL_SelectTexture (GLenum target);
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void R_RenderDynamicLightmaps (msurface_t *fa, int shift);
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void R_BlendLightmaps (void);
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void PPL_BeginShadowMesh(dlight_t *dl);
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void PPL_FinishShadowMesh(dlight_t *dl);
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void PPL_FlushShadowMesh(dlight_t *dl);
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void PPL_Shadow_Cache_Surface(msurface_t *surf); //only caches for lighting
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void PPL_Shadow_Cache_Leaf(mleaf_t *leaf);
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extern qboolean r_inmirror;
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extern int gldepthfunc;
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extern int *lightmap_textures;
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extern int lightmap_bytes; // 1, 2, or 4
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extern cvar_t gl_detail;
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extern cvar_t gl_detailscale;
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extern cvar_t gl_overbright, gl_overbright_all;
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extern cvar_t r_fb_bmodels;
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extern cvar_t gl_part_flame;
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extern cvar_t gl_maxshadowlights;
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extern cvar_t r_shadow_realtime_world;
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extern cvar_t r_shadow_realtime_world_lightmaps;
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extern cvar_t r_shadow_glsl_offsetmapping;
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extern cvar_t r_shadow_glsl_offsetmapping_scale;
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extern cvar_t r_shadow_glsl_offsetmapping_bias;
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extern int detailtexture;
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extern cvar_t gl_bump;
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extern cvar_t gl_specular;
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extern cvar_t gl_mylumassuck;
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//end header confict
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extern cvar_t gl_schematics;
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extern cvar_t r_drawflat;
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extern cvar_t r_wallcolour;
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extern cvar_t r_floorcolour;
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float r_lightmapintensity; //1 or r_shadow_realtime_world_lightmaps
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int overbright;
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extern lightmapinfo_t **lightmap;
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extern model_t *currentmodel;
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extern int *deluxmap_textures;
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extern int normalisationCubeMap;
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int r_shadowframe;
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int shadowsurfcount;
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int shadowedgecount;
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int shadowlightfaces;
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int shadowemittedeges;
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int ppl_specular_shader;
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int ppl_specular_shader_vieworg;
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int ppl_specular_shader_texr;
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int ppl_specular_shader_texu;
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int ppl_specular_shader_texf;
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int GLR_LightmapShift (model_t *model);
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//#define glBegin glEnd
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qboolean PPL_ShouldDraw(void)
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{
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if (r_inmirror)
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{
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if (currententity->flags & Q2RF_WEAPONMODEL)
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return false;
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}
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else
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{
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if (currententity->flags & Q2RF_WEAPONMODEL && r_secondaryview >= 2)
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return false;
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if (currententity->flags & Q2RF_EXTERNALMODEL && r_secondaryview != 3)
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return false;
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// if (currententity->keynum == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
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// return false;
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// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
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// continue;
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if (!Cam_DrawPlayer(r_refdef.currentplayernum, currententity->keynum-1))
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return false;
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}
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return true;
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}
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typedef struct {
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int count;
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msurface_t **s;
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} shadowmeshsurfs_t;
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typedef struct shadowmesh_s {
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int numindicies;
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int numverts;
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int *indicies;
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vec3_t *verts;
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//we also have a list of all the surfaces that this light lights.
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int numsurftextures;
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shadowmeshsurfs_t *litsurfs;
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unsigned char *litleaves;
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} shadowmesh_t;
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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struct {
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short count;
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short count2;
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int next;
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int prev;
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} edge[MAX_MAP_EDGES];
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int firstedge;
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vec3_t lightorg = {0, 0, 0};
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float lightradius;
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typedef struct {
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float xyz[3]; //xyz world coordinates
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float stw[2]; //base texture/normalmap/specular map st coords
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float stl[3]; //lightmap/deluxmap st coords (or attenuated distance*colour)
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float ncm[3]; //normalisation cube map (reflected light dir)
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} surfvertexarray_t;
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#define MAXARRAYVERTS 2048
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static surfvertexarray_t varray_v[MAXARRAYVERTS];
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static index_t varray_i[MAXARRAYVERTS];
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//static unsigned int varray_i_forward[MAXARRAYVERTS];
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//static unsigned int varray_i_polytotri[MAXARRAYVERTS]; //012 023 034 045...
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int varray_ic;
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int varray_vc;
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#define inline static
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extern qboolean varrayactive; //used by the backend
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inline void PPL_EnableVertexArrays(void)
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{
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varrayactive = false;
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qglDisableClientState(GL_COLOR_ARRAY);
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qglEnableClientState(GL_VERTEX_ARRAY);
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qglVertexPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->xyz);
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}
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inline void PPL_FlushArrays(void)
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{
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if (varray_ic)
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qglDrawElements(GL_TRIANGLES, varray_ic, GL_INDEX_TYPE, varray_i);
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varray_ic = 0;
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varray_vc = 0;
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}
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static void PPL_GenerateArrays(msurface_t *surf)
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{
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int vi;
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if (!surf->mesh)
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return;
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if (surf->mesh->numindexes > MAXARRAYVERTS)
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return;
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if (surf->mesh->numvertexes > MAXARRAYVERTS)
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return;
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if (!surf->mesh->st_array)
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return;
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if (!surf->mesh->lmst_array)
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return;
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if (varray_ic) //FIXME: go muuuch faster please
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PPL_FlushArrays();
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for (vi = 0; vi < surf->mesh->numindexes; vi++)
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varray_i[vi] = surf->mesh->indexes[vi];
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for (vi = 0; vi < surf->mesh->numvertexes; vi++)
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{
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VectorCopy(surf->mesh->xyz_array[vi], varray_v[vi].xyz);
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varray_v[vi].stw[0] = surf->mesh->st_array[vi][0];
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varray_v[vi].stw[1] = surf->mesh->st_array[vi][1];
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varray_v[vi].stl[0] = surf->mesh->lmst_array[vi][0];
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varray_v[vi].stl[1] = surf->mesh->lmst_array[vi][1];
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}
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varray_vc = surf->mesh->numvertexes;
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varray_ic = surf->mesh->numindexes;
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}
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static void PPL_GenerateDetailArrays(msurface_t *surf)
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{
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int vi;
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if (!surf->mesh)
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return;
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if (surf->mesh->numindexes > MAXARRAYVERTS)
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return;
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if (surf->mesh->numvertexes > MAXARRAYVERTS)
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return;
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if (!surf->mesh->st_array)
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return;
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if (!surf->mesh->lmst_array)
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return;
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if (varray_ic) //FIXME: go muuuch faster please
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PPL_FlushArrays();
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for (vi = 0; vi < surf->mesh->numindexes; vi++)
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varray_i[vi] = surf->mesh->indexes[vi];
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for (vi = 0; vi < surf->mesh->numvertexes; vi++)
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{
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VectorCopy(surf->mesh->xyz_array[vi], varray_v[vi].xyz);
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varray_v[vi].stw[0] = surf->mesh->st_array[vi][0]*gl_detailscale.value;
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varray_v[vi].stw[1] = surf->mesh->st_array[vi][1]*gl_detailscale.value;
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}
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varray_vc = surf->mesh->numvertexes;
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varray_ic = surf->mesh->numindexes;
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}
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/*
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static void PPL_BaseChain_NoLightmap(msurface_t *first, texture_t *tex)
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{
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Sys_Error("1 TMU is disabled for now (surface has no lightmap)\n");
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}
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*/
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static void PPL_BaseChain_NoBump_1TMU(msurface_t *first, texture_t *tex)
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{
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int vi;
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glRect_t *theRect;
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msurface_t *s;
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PPL_EnableVertexArrays();
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qglDisable(GL_BLEND);
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qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
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GL_TexEnv(GL_REPLACE);
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GL_Bind (tex->gl_texturenum);
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for (s=first; s ; s=s->texturechain)
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{
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PPL_GenerateArrays(s);
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}
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PPL_FlushArrays();
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qglEnable(GL_BLEND);
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GL_TexEnv(GL_MODULATE);
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if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
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qglBlendFunc (GL_ZERO, GL_SRC_COLOR);
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else if (gl_lightmap_format == GL_INTENSITY)
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{
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qglColor4f (0,0,0,1);
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if (gl_lightmap_format == GL_RGBA)
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qglBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
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qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
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vi = -1;
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for (s=first; s ; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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PPL_FlushArrays();
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vi = s->lightmaptexturenum;
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GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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}
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PPL_GenerateArrays(s);
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}
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PPL_FlushArrays();
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qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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/*static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
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{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
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int vi;
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glRect_t *theRect;
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PPL_EnableVertexArrays();
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if (tex->alphaed)
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{
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qglEnable(GL_BLEND);
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GL_TexEnv(GL_MODULATE);
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}
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else
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{
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qglDisable(GL_BLEND);
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GL_TexEnv(GL_REPLACE);
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}
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GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_SelectTexture(GL_TEXTURE1_ARB);
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GL_TexEnv(GL_MODULATE);
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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vi = -1;
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for (; s ; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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if (vi<0)
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qglEnable(GL_TEXTURE_2D);
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vi = s->lightmaptexturenum;
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if (vi>=0)
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{
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GL_Bind(lightmap_textures[vi] );
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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}
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else
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qglDisable(GL_TEXTURE_2D);
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}
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
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qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
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qglDrawRangeElements(GL_TRIANGLES, 0, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
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//qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
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}
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qglDisable(GL_TEXTURE_2D);
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qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}*/
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static void PPL_BaseChain_NoBump_2TMU_Overbright(msurface_t *s, texture_t *tex)
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{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
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int vi;
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glRect_t *theRect;
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PPL_EnableVertexArrays();
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if (tex->alphaed || currententity->shaderRGBAf[3]<1)
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{
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if (*tex->name == '{')
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{
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qglEnable(GL_ALPHA_TEST);
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qglDisable(GL_BLEND);
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GL_TexEnv(GL_REPLACE);
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}
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else
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{
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qglEnable(GL_BLEND);
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GL_TexEnv(GL_MODULATE);
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}
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}
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else
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{
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qglDisable(GL_BLEND);
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GL_TexEnv(GL_REPLACE);
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}
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GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_SelectTexture(GL_TEXTURE1_ARB);
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_TexEnv(GL_MODULATE);
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/* if (currententity->shaderRGBAf[3]<1)
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{
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s->lightmaptexturenum = -1;
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qglBlendFunc(GL_SRC_COLOR, GL_ONE);
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}
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*/
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if (overbright != 1)
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{
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GL_TexEnv(GL_COMBINE_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, overbright); //this is the key
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}
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vi = -1;
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for (; s ; s=s->texturechain)
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{
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if (!s->mesh) //urm.
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continue;
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if (s->mesh->numvertexes <= 1)
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continue;
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if (vi != s->lightmaptexturenum)
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{
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if (vi<0)
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qglEnable(GL_TEXTURE_2D);
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vi = s->lightmaptexturenum;
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if (vi>=0)
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{
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GL_Bind(lightmap_textures[vi] );
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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}
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else
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qglDisable(GL_TEXTURE_2D);
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}
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
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qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
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|
|
qglDrawRangeElements(GL_TRIANGLES, 0, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
}
|
|
|
|
if (overbright != 1)
|
|
{
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1); //just in case
|
|
GL_TexEnv(GL_MODULATE);
|
|
}
|
|
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
if (tex->alphaed)
|
|
qglDisable(GL_ALPHA_TEST);
|
|
}
|
|
|
|
/*
|
|
static void PPL_BaseChain_NoBump_2TMU_TEST(msurface_t *s, texture_t *tex)
|
|
{ //this was just me testing efficiency between arrays/glbegin.
|
|
int vi, i;
|
|
glRect_t *theRect;
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
if (tex->alphaed)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
GL_TexEnv(GL_MODULATE);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_BLEND);
|
|
GL_TexEnv(GL_REPLACE);
|
|
}
|
|
|
|
qglCullFace(GL_BACK);
|
|
|
|
|
|
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
vi = -1;
|
|
for (; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
if (vi<0)
|
|
qglEnable(GL_TEXTURE_2D);
|
|
vi = s->lightmaptexturenum;
|
|
|
|
if (vi>=0)
|
|
{
|
|
GL_Bind(lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
else
|
|
qglDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
qglBegin(GL_POLYGON);
|
|
switch(s->mesh->numvertexes)
|
|
{
|
|
default:
|
|
for (i = s->mesh->numvertexes-1; i >= 6; i--)
|
|
{
|
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[i][0], s->mesh->st_array[i][1]);
|
|
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[i][0], s->mesh->lmst_array[i][1]);
|
|
qglVertex3fv(s->mesh->xyz_array[i]);
|
|
}
|
|
case 6:
|
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[5][0], s->mesh->st_array[5][1]);
|
|
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[5][0], s->mesh->lmst_array[5][1]);
|
|
qglVertex3fv(s->mesh->xyz_array[5]);
|
|
case 5:
|
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[4][0], s->mesh->st_array[4][1]);
|
|
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[4][0], s->mesh->lmst_array[4][1]);
|
|
qglVertex3fv(s->mesh->xyz_array[4]);
|
|
case 4:
|
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[3][0], s->mesh->st_array[3][1]);
|
|
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[3][0], s->mesh->lmst_array[3][1]);
|
|
qglVertex3fv(s->mesh->xyz_array[3]);
|
|
case 3:
|
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[2][0], s->mesh->st_array[2][1]);
|
|
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[2][0], s->mesh->lmst_array[2][1]);
|
|
qglVertex3fv(s->mesh->xyz_array[2]);
|
|
case 2:
|
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[1][0], s->mesh->st_array[1][1]);
|
|
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[1][0], s->mesh->lmst_array[1][1]);
|
|
qglVertex3fv(s->mesh->xyz_array[1]);
|
|
case 1:
|
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s->mesh->st_array[0][0], s->mesh->st_array[0][1]);
|
|
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s->mesh->lmst_array[0][0], s->mesh->lmst_array[0][1]);
|
|
qglVertex3fv(s->mesh->xyz_array[0]);
|
|
case 0:
|
|
break;
|
|
}
|
|
qglEnd();
|
|
}
|
|
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
}
|
|
*/
|
|
|
|
static void PPL_BaseChain_Bump_2TMU(msurface_t *first, texture_t *tex)
|
|
{
|
|
int vi;
|
|
glRect_t *theRect;
|
|
msurface_t *s;
|
|
PPL_EnableVertexArrays();
|
|
|
|
if (tex->alphaed)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
GL_TexEnv(GL_MODULATE);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_BLEND);
|
|
GL_TexEnv(GL_REPLACE);
|
|
}
|
|
|
|
//Bind normal map to texture unit 0
|
|
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_MBind(GL_TEXTURE1_ARB, tex->gl_texturenumbumpmap);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
|
|
vi = -1;
|
|
for (s=first; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
GL_Bind(deluxmap_textures[vi] );
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
qglEnable(GL_BLEND);
|
|
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
|
|
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
vi = -1;
|
|
for (s=first; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
GL_Bind(lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglDisable(GL_BLEND);
|
|
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
}
|
|
|
|
static void PPL_BaseChain_Bump_4TMU(msurface_t *s, texture_t *tex)
|
|
{
|
|
int vi;
|
|
glRect_t *theRect;
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
//Bind normal map to texture unit 0
|
|
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
//1 gets the deluxmap
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
//2 gets the diffusemap
|
|
GL_MBind(GL_TEXTURE2_ARB, tex->gl_texturenum);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
//3 gets the lightmap
|
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
vi = -1;
|
|
for (; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
GL_MBind(GL_TEXTURE1_ARB, deluxmap_textures[vi] );
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
GL_MBind(GL_TEXTURE3_ARB, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
}
|
|
|
|
#ifdef SPECULAR
|
|
//Draw a texture chain with specular exponant 1.
|
|
//erm...
|
|
//this uses the wrong stuff to work on gf4tis.
|
|
/*
|
|
static void PPL_BaseChain_Specular_4TMU(msurface_t *first, texture_t *tex)
|
|
{
|
|
//if I ever do write this function, It'll take a couple of passes.
|
|
int vi;
|
|
glRect_t *theRect;
|
|
msurface_t *s;
|
|
|
|
glColorMask(1,1,1,0);
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error before PPL_BaseChain_Specular\n");
|
|
|
|
//first 4 texture units: (N.((L+V)/2))^2
|
|
glDisable(GL_BLEND);
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumbumpmap);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_REPLACE);
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error binding dot3 tmu1\n");
|
|
|
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
if (qglGetError())
|
|
Con_Printf("Error binding dot3 cubemap\n");
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
if (qglGetError())
|
|
Con_Printf("Error binding dot3 combine\n");
|
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error binding dot3 tmu2\n");
|
|
|
|
//prev*prev (the exponential)
|
|
qglActiveTextureARB(GL_TEXTURE2_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumbumpmap); //need to bind something.
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error binding prev*prev\n");
|
|
|
|
qglActiveTextureARB(GL_TEXTURE3_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumspec);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error binding specular in PPL_BaseChain_Specular\n");
|
|
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
PPL_GenerateArraysBlinnCubeMap(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
// Add normal dot delux times diffusemap then multiple the entire lot by the lightmap.
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
qglActiveTextureARB(GL_TEXTURE2_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenum);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
qglActiveTextureARB(GL_TEXTURE3_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glDisable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
vi = -1;
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
qglActiveTextureARB(GL_TEXTURE3_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
glColorMask(1,1,1,0);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error drawing in PPL_BaseChain_Specular\n");
|
|
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
}
|
|
*/
|
|
|
|
void PPL_LoadSpecularFragmentProgram(void)
|
|
{
|
|
//#define SMOOOOOTH //define this to calculate everything per-pixel as opposed to interpolating the halfdir
|
|
char *vert =
|
|
"varying vec2 tcbase;\n"
|
|
"varying vec2 tclm;\n"
|
|
"uniform vec3 vieworg;\n"
|
|
#ifdef SMOOOOOTH
|
|
"varying vec3 fragpos;\n"
|
|
"varying vec3 norm;\n"
|
|
#else
|
|
"uniform vec3 texr, texu, texf;\n"
|
|
"varying vec3 halfnorm;\n"
|
|
#endif
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" gl_Position = ftransform();\n"
|
|
|
|
" tcbase = gl_MultiTexCoord0.xy;\n" //pass the texture coords straight through
|
|
" tclm = gl_MultiTexCoord1.xy;\n"
|
|
|
|
#ifdef SMOOOOOTH
|
|
" fragpos = vec3(gl_Vertex.xyz);\n"
|
|
"norm = gl_Normal;\n"
|
|
#else
|
|
" vec3 eye = normalize(vieworg - vec3(gl_Vertex.xyz));\n"
|
|
" vec3 halfdir = (eye + texf) / 2.0;\n"
|
|
" halfnorm.x = dot(texr, halfdir);\n" //put halfnorm into object space
|
|
" halfnorm.y = dot(texu, halfdir);\n"
|
|
" halfnorm.z = dot(texf, halfdir);\n"
|
|
#endif
|
|
"}\n"
|
|
;
|
|
|
|
/*
|
|
VectorSubtract(r_refdef.vieworg, v, eye);
|
|
VectorNormalize(eye);
|
|
VectorAdd(eye, (v+7), halfdir); //v+7 is the light dir (or plane normal)
|
|
varray_v[varray_vc].ncm[0] = DotProduct(surf->texinfo->vecs[0], halfdir);
|
|
varray_v[varray_vc].ncm[1] = DotProduct(surf->texinfo->vecs[1], halfdir);
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
varray_v[varray_vc].ncm[2] = -DotProduct(surf->plane->normal, halfdir);
|
|
else
|
|
varray_v[varray_vc].ncm[2] = DotProduct(surf->plane->normal, halfdir);
|
|
*/
|
|
char *frag =
|
|
"uniform sampler2D baset;\n"
|
|
"uniform sampler2D bumpt;\n"
|
|
"uniform sampler2D lightmapt;\n"
|
|
"uniform sampler2D deluxt;\n"
|
|
"uniform sampler2D speculart;\n"
|
|
"varying vec2 tcbase;\n"
|
|
"varying vec2 tclm;\n"
|
|
|
|
#ifdef SMOOOOOTH
|
|
"uniform vec3 vieworg;\n"
|
|
"varying vec3 fragpos;\n"
|
|
"uniform vec3 texr, texu, texf;\n"
|
|
#else
|
|
"varying vec3 halfnorm;\n"
|
|
#endif
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" vec3 bases = vec3(texture2D(baset, tcbase));\n"
|
|
" vec3 bumps = vec3(texture2D(bumpt, tcbase)) * 2.0 - 1.0;\n"
|
|
" vec3 deluxs = vec3(texture2D(deluxt, tclm)) * 2.0 - 1.0;\n"
|
|
" vec3 lms = vec3(texture2D(lightmapt, tclm));\n"
|
|
" vec3 specs = vec3(texture2D(speculart, tcbase));\n"
|
|
" vec3 diff, spec;\n"
|
|
|
|
#ifdef SMOOOOOTH
|
|
" vec3 eye = normalize(vieworg - fragpos);\n"
|
|
" vec3 halfdir = (eye + texf) / 2.0;\n"
|
|
" vec3 halfnorm;\n"
|
|
" halfnorm.x = dot(texr, halfdir);\n" //put halfnorm into object space
|
|
" halfnorm.y = dot(texu, halfdir);\n"
|
|
" halfnorm.z = dot(texf, halfdir);\n"
|
|
#endif
|
|
|
|
" diff = bases * dot(bumps, deluxs);\n"
|
|
" float dv = dot(normalize(halfnorm), bumps);\n"
|
|
" spec = pow(dv, 8.0) * specs;\n"
|
|
" gl_FragColor = vec4((diff+spec)*lms, 1.0);\n"
|
|
"}\n"
|
|
;
|
|
|
|
ppl_specular_shader = GLSlang_CreateProgram(NULL, vert, frag);
|
|
|
|
if (ppl_specular_shader)
|
|
{
|
|
GLSlang_UseProgram(ppl_specular_shader);
|
|
|
|
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "baset"), 0);
|
|
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "bumpt"), 1);
|
|
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "lightmapt"), 2);
|
|
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "deluxt"), 3);
|
|
qglUniform1iARB(qglGetUniformLocationARB(ppl_specular_shader, "speculart"), 4);
|
|
|
|
ppl_specular_shader_vieworg = qglGetUniformLocationARB(ppl_specular_shader, "vieworg");
|
|
ppl_specular_shader_texr = qglGetUniformLocationARB(ppl_specular_shader, "texr");
|
|
ppl_specular_shader_texu = qglGetUniformLocationARB(ppl_specular_shader, "texu");
|
|
ppl_specular_shader_texf = qglGetUniformLocationARB(ppl_specular_shader, "texf");
|
|
|
|
GLSlang_UseProgram(0);
|
|
}
|
|
}
|
|
|
|
static void PPL_BaseChain_Specular_FP(msurface_t *s, texture_t *tex)
|
|
{
|
|
int vi;
|
|
glRect_t *theRect;
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
GLSlang_UseProgram(ppl_specular_shader);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on shadow lighting\n");
|
|
|
|
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_MBind(GL_TEXTURE1_ARB, tex->gl_texturenumbumpmap);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
// GL_MBind(GL_TEXTURE2_ARB, lightmap_textures[vi] );
|
|
|
|
// GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] );
|
|
|
|
GL_MBind(GL_TEXTURE4_ARB, tex->gl_texturenumspec);
|
|
|
|
qglUniform3fvARB(ppl_specular_shader_vieworg, 1, r_refdef.vieworg);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error early during PPL_BaseChain_Specular_FP\n");
|
|
|
|
vi = -1;
|
|
for (; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
vi = s->lightmaptexturenum;
|
|
|
|
GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] );
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
GL_MBind(GL_TEXTURE2_ARB, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
|
|
qglUniform3fvARB(ppl_specular_shader_texr, 1, s->texinfo->vecs[0]);
|
|
qglUniform3fvARB(ppl_specular_shader_texu, 1, s->texinfo->vecs[1]);
|
|
if (s->flags & SURF_PLANEBACK)
|
|
qglUniform3fARB(ppl_specular_shader_texf, -s->plane->normal[0], -s->plane->normal[1], -s->plane->normal[2]);
|
|
else
|
|
qglUniform3fvARB(ppl_specular_shader_texf, 1, s->plane->normal);
|
|
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
|
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
|
|
|
|
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
}
|
|
|
|
GLSlang_UseProgram(0);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on specular lighting\n");
|
|
}
|
|
|
|
#endif
|
|
|
|
static vec_t wallcolour[4] = {0,0,0,1};
|
|
static vec_t floorcolour[4] = {0,0,0,1};
|
|
static int walltexture = 0;
|
|
static int floortexture = 0;
|
|
static qboolean simpletextures = false;
|
|
|
|
//single textured.
|
|
void GLR_Wallcolour_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
SCR_StringToRGB(var->string, wallcolour, 255);
|
|
}
|
|
|
|
void GLR_Floorcolour_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
SCR_StringToRGB(var->string, floorcolour, 255);
|
|
}
|
|
|
|
void GLR_Walltexture_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
if (!var->string[0])
|
|
{
|
|
walltexture = 0;
|
|
if (!floortexture)
|
|
simpletextures = false;
|
|
return;
|
|
}
|
|
|
|
walltexture = Mod_LoadHiResTexture(var->string, NULL, true, false, true);
|
|
if (walltexture)
|
|
simpletextures = true;
|
|
}
|
|
|
|
void GLR_Floortexture_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
if (!var->string[0])
|
|
{
|
|
floortexture = 0;
|
|
if (!walltexture)
|
|
simpletextures = false;
|
|
return;
|
|
}
|
|
|
|
floortexture = Mod_LoadHiResTexture(var->string, NULL, true, false, true);
|
|
if (floortexture)
|
|
simpletextures = true;
|
|
}
|
|
|
|
static void PPL_BaseChain_Flat(msurface_t *first)
|
|
{
|
|
msurface_t *s;
|
|
int iswall = -1;
|
|
int vi=-10;
|
|
glRect_t *theRect;
|
|
|
|
if (!r_lightmapintensity)
|
|
{ //these are bad. :(
|
|
|
|
PPL_EnableVertexArrays();
|
|
qglColor4f(0,0,0,1);
|
|
qglDisable(GL_TEXTURE_2D); //texturing? who wants texturing?!?!
|
|
for (s = first; s ; s=s->texturechain)
|
|
PPL_GenerateArrays(s);
|
|
PPL_FlushArrays();
|
|
qglEnable(GL_TEXTURE_2D);
|
|
return;
|
|
}
|
|
|
|
PPL_EnableVertexArrays();
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (s->mesh->numvertexes < 3) continue;
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
if (vi < 0)
|
|
{
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
vi = s->lightmaptexturenum;
|
|
if (s->lightmaptexturenum < 0)
|
|
{
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
if (vi>=0)
|
|
{
|
|
GL_Bind(lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (s->plane->normal[2] <= 0.5)
|
|
{
|
|
if (iswall != 0)
|
|
{
|
|
iswall=0;
|
|
qglColor4fv(wallcolour);
|
|
}
|
|
}
|
|
else if (iswall != 1)
|
|
{
|
|
iswall=1;
|
|
qglColor4fv(floorcolour);
|
|
}
|
|
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
|
|
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
|
qglDrawRangeElements(GL_TRIANGLES, 0, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
}
|
|
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglColor3f(1,1,1);
|
|
}
|
|
|
|
static int nprtextures[10];
|
|
|
|
void GLR_Drawflat_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
int i;
|
|
|
|
if (var->value != 2)
|
|
return;
|
|
|
|
for (i = 0; i < sizeof(nprtextures)/sizeof(nprtextures[0]); i++)
|
|
{
|
|
nprtextures[i] = Mod_LoadHiResTexture(va("sketch%i", i+1), "sketch", true, false, false);
|
|
if (!nprtextures[i])
|
|
{
|
|
int data[128*128];
|
|
FILE *file;
|
|
unsigned char *f;
|
|
int p;
|
|
|
|
file = fopen(va("nprtextures/tex%i_3_128_128.raw", i+1), "rb");
|
|
|
|
if (file)
|
|
{
|
|
f = Hunk_TempAlloc(128*128*3);
|
|
if (fread(f, 128*3, 128, file) == 128)
|
|
{
|
|
for (p = 0; p < 128*128; p++)
|
|
data[p] = LittleLong(f[p*3] + (f[p*3+1]<<8) + (f[p*3+2]<<16) + (255<<24));
|
|
nprtextures[i] = GL_LoadTexture32 (va("textures/tex%i_3_128_128.raw", i+1), 128, 128, data, true, false);
|
|
}
|
|
fclose(file);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void PPL_BaseChain_SimpleTexture(msurface_t *first)
|
|
{
|
|
msurface_t *s;
|
|
int vi=-10;
|
|
int iswall;
|
|
int oldwall=-1;
|
|
glRect_t *theRect;
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
PPL_EnableVertexArrays();
|
|
|
|
//draw the surface properly
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (s->plane->normal[2] <= 0.5)
|
|
iswall = 1;
|
|
else
|
|
iswall = 0;
|
|
|
|
if (vi != s->lightmaptexturenum || iswall != oldwall)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
oldwall = iswall;
|
|
|
|
if (iswall)
|
|
{
|
|
GL_MBind(GL_TEXTURE0_ARB, walltexture);
|
|
qglColor4fv(wallcolour);
|
|
}
|
|
else
|
|
{
|
|
GL_MBind(GL_TEXTURE0_ARB, floortexture);
|
|
qglColor4fv(floorcolour);
|
|
}
|
|
|
|
if (vi < 0)
|
|
GL_MBind(GL_TEXTURE1_ARB, 0 );
|
|
else
|
|
{
|
|
GL_MBind(GL_TEXTURE1_ARB, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
}
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisableClientState(GL_VERTEX_ARRAY);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglColor3f(1,1,1);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisableClientState(GL_VERTEX_ARRAY);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglColor3f(1,1,1);
|
|
}
|
|
|
|
static void PPL_BaseChain_NPR_Sketch(msurface_t *first)
|
|
{
|
|
msurface_t *s;
|
|
int vi=-10;
|
|
int i;
|
|
glRect_t *theRect;
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
PPL_EnableVertexArrays();
|
|
|
|
//draw the surface properly
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
qglColor3f(1,1,1);
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
GL_MBind(GL_TEXTURE0_ARB, nprtextures[rand()%10]);
|
|
|
|
if (vi < 0)
|
|
GL_MBind(GL_TEXTURE1_ARB, 0 );
|
|
else
|
|
{
|
|
GL_MBind(GL_TEXTURE1_ARB, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
}
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
qglDisableClientState(GL_VERTEX_ARRAY);
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
//draw some extra lines around the edge for added coolness.
|
|
qglColor3f(0,0,0);
|
|
|
|
for (vi = 0; vi < 2; vi++)
|
|
{
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (!s->mesh)
|
|
continue;
|
|
|
|
for (i=0; i<s->mesh->numindexes; i+=3)
|
|
{
|
|
qglBegin(GL_LINE_LOOP);
|
|
qglVertex3f(s->mesh->xyz_array[s->mesh->indexes[i+0]][0]+5*(rand()/(float)RAND_MAX-0.5),
|
|
s->mesh->xyz_array[s->mesh->indexes[i+0]][1]+5*(rand()/(float)RAND_MAX-0.5),
|
|
s->mesh->xyz_array[s->mesh->indexes[i+0]][2]+5*(rand()/(float)RAND_MAX-0.5));
|
|
qglVertex3f(s->mesh->xyz_array[s->mesh->indexes[i+1]][0]+5*(rand()/(float)RAND_MAX-0.5),
|
|
s->mesh->xyz_array[s->mesh->indexes[i+1]][1]+5*(rand()/(float)RAND_MAX-0.5),
|
|
s->mesh->xyz_array[s->mesh->indexes[i+1]][2]+5*(rand()/(float)RAND_MAX-0.5));
|
|
qglVertex3f(s->mesh->xyz_array[s->mesh->indexes[i+2]][0]+5*(rand()/(float)RAND_MAX-0.5),
|
|
s->mesh->xyz_array[s->mesh->indexes[i+2]][1]+5*(rand()/(float)RAND_MAX-0.5),
|
|
s->mesh->xyz_array[s->mesh->indexes[i+2]][2]+5*(rand()/(float)RAND_MAX-0.5));
|
|
qglEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
qglEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
static void PPL_BaseTextureChain(msurface_t *first)
|
|
{
|
|
texture_t *t;
|
|
if (r_drawflat.value||!r_lightmapintensity)
|
|
{
|
|
if (r_drawflat.value == 2)
|
|
{
|
|
if (gl_mtexarbable >= 2) //shiesh!.
|
|
{
|
|
PPL_BaseChain_NPR_Sketch(first);
|
|
return;
|
|
}
|
|
}
|
|
else if (!(first->flags & SURF_NOFLAT))
|
|
{
|
|
if (gl_mtexarbable >= 2 && simpletextures)
|
|
PPL_BaseChain_SimpleTexture(first);
|
|
else
|
|
PPL_BaseChain_Flat(first); //who cares about texture? :/
|
|
return;
|
|
}
|
|
}
|
|
#ifdef Q3SHADERS
|
|
if (first->texinfo->texture->shader)
|
|
{
|
|
meshbuffer_t mb;
|
|
msurface_t *s;
|
|
int vi=-1;
|
|
int redraw = false;
|
|
int dlb;
|
|
|
|
glRect_t *theRect;
|
|
if (first->texinfo->texture->shader->flags & SHADER_FLARE )
|
|
{
|
|
dlight_t *dl;
|
|
while(first)
|
|
{ //a quick hack to convert to a dlight
|
|
dl = CL_AllocDlight(0);
|
|
VectorCopy(first->mesh->xyz_array[0], dl->origin);
|
|
dl->color[0] = 0.2;
|
|
dl->color[1] = 0.2;
|
|
dl->color[2] = 0.2;
|
|
dl->radius = 50;
|
|
|
|
//flashblend only
|
|
dl->noppl = true;
|
|
dl->nodynamic = true;
|
|
|
|
first = first->texturechain;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!varrayactive)
|
|
R_IBrokeTheArrays();
|
|
|
|
mb.entity = &r_worldentity;
|
|
mb.shader = first->texinfo->texture->shader;
|
|
mb.mesh = NULL;
|
|
mb.fog = NULL;
|
|
mb.infokey = -2;
|
|
if (first->dlightframe == r_framecount)
|
|
mb.dlightbits = first->dlightbits;
|
|
else
|
|
mb.dlightbits = 0;
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
qglShadeModel(GL_SMOOTH);
|
|
|
|
{
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
vi = s->lightmaptexturenum;
|
|
if (vi >= 0)
|
|
{
|
|
if (gl_bump.value)
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (s->mesh)
|
|
{
|
|
if (s->dlightframe == r_framecount)
|
|
dlb = s->dlightbits;
|
|
else
|
|
dlb = 0;
|
|
redraw = mb.dlightbits != dlb || mb.fog != s->fog || mb.infokey != vi||R_MeshWillExceed(s->mesh);
|
|
|
|
if (redraw)
|
|
{
|
|
if (mb.mesh)
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
redraw = false;
|
|
}
|
|
|
|
mb.infokey = vi;
|
|
mb.mesh = s->mesh;
|
|
mb.fog = s->fog;
|
|
mb.dlightbits = dlb;
|
|
R_PushMesh(s->mesh, mb.shader->features);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mb.mesh)
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
qglEnable(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
t = R_TextureAnimation (first->texinfo->texture);
|
|
|
|
if (first->flags & SURF_DRAWTURB)
|
|
{
|
|
GL_DisableMultitexture();
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
GL_Bind (t->gl_texturenum);
|
|
for (; first ; first=first->texturechain)
|
|
EmitWaterPolys (first, currententity->shaderRGBAf[3]);
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglColor4f(1,1,1, 1);
|
|
|
|
t->texturechain = NULL; //no lighting effects. (good job these don't animate eh?)
|
|
return;
|
|
}
|
|
/* else if (s->lightmaptexturenum < 0) //no lightmap
|
|
{
|
|
PPL_BaseChain_NoLightmap(first, t);
|
|
}*/
|
|
else if (gl_mtexarbable < 2)
|
|
{ //multitexture isn't supported.
|
|
PPL_BaseChain_NoBump_1TMU(first, t);
|
|
}
|
|
else
|
|
{
|
|
if (gl_bump.value && currentmodel->deluxdata && t->gl_texturenumbumpmap)
|
|
{
|
|
if (gl_mtexarbable>=4)
|
|
{
|
|
if (t->gl_texturenumspec && gl_specular.value)
|
|
{
|
|
if (ppl_specular_shader)
|
|
PPL_BaseChain_Specular_FP(first, t);
|
|
// else if (gl_mtexarbable>=8)
|
|
// PPL_BaseChain_Specular_8TMU(first, t);
|
|
else
|
|
PPL_BaseChain_Bump_4TMU(first, t); //can't do specular.
|
|
}
|
|
else
|
|
PPL_BaseChain_Bump_4TMU(first, t);
|
|
}
|
|
else
|
|
PPL_BaseChain_Bump_2TMU(first, t);
|
|
}
|
|
else
|
|
{
|
|
// PPL_BaseChain_NoBump_2TMU_TEST(first, t);
|
|
// PPL_BaseChain_NoBump_2TMU(first, t);
|
|
PPL_BaseChain_NoBump_2TMU_Overbright(first, t);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void PPL_FullBrightTextureChain(msurface_t *first)
|
|
{
|
|
texture_t *t;
|
|
msurface_t *s;
|
|
|
|
t = R_TextureAnimation (first->texinfo->texture);
|
|
|
|
if (detailtexture && gl_detail.value)
|
|
{
|
|
GL_Bind(detailtexture);
|
|
qglBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
|
|
|
|
PPL_EnableVertexArrays();
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
PPL_GenerateDetailArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
}
|
|
|
|
if (t->gl_texturenumfb && r_fb_bmodels.value && cls.allow_luma)
|
|
{
|
|
GL_Bind(t->gl_texturenumfb);
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
if (gl_mylumassuck.value)
|
|
qglEnable(GL_ALPHA_TEST);
|
|
|
|
PPL_EnableVertexArrays();
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
if (gl_mylumassuck.value)
|
|
qglDisable(GL_ALPHA_TEST);
|
|
}
|
|
}
|
|
|
|
//requires multitexture
|
|
void PPL_BaseTextures(model_t *model)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
currententity = &r_worldentity;
|
|
|
|
GL_DoSwap();
|
|
|
|
currententity->shaderRGBAf[0] = 1;
|
|
currententity->shaderRGBAf[1] = 1;
|
|
currententity->shaderRGBAf[2] = 1;
|
|
currententity->shaderRGBAf[3] = 1;
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglDisable(GL_ALPHA_TEST);
|
|
qglColor4fv(currententity->shaderRGBAf);
|
|
// qglDepthFunc(GL_LESS);
|
|
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
qglShadeModel(GL_FLAT);
|
|
|
|
overbright = 1;
|
|
if (gl_overbright_all.value || (model->engineflags & MDLF_NEEDOVERBRIGHT))
|
|
{
|
|
if (gl_overbright.value>=2)
|
|
overbright = 4;
|
|
else if (gl_overbright.value)
|
|
overbright = 2;
|
|
}
|
|
|
|
currentmodel = model;
|
|
|
|
if (model == cl.worldmodel && skytexturenum>=0)
|
|
{
|
|
t = model->textures[skytexturenum];
|
|
if (t)
|
|
{
|
|
s = t->texturechain;
|
|
if (s)
|
|
{
|
|
t->texturechain = NULL;
|
|
GL_DrawSkyChain (s);
|
|
}
|
|
}
|
|
}
|
|
if (mirrortexturenum>=0 && model == cl.worldmodel && r_mirroralpha.value != 1.0)
|
|
{
|
|
t = model->textures[mirrortexturenum];
|
|
if (t)
|
|
{
|
|
s = t->texturechain;
|
|
if (s)
|
|
{
|
|
t->texturechain = NULL;
|
|
if (!r_inmirror)
|
|
R_MirrorChain (s);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
|
continue; // draw translucent water later
|
|
|
|
PPL_BaseTextureChain(s);
|
|
}
|
|
|
|
GL_DisableMultitexture();
|
|
}
|
|
|
|
void PPL_BaseBModelTextures(entity_t *e)
|
|
{
|
|
extern cvar_t r_drawflat_nonworldmodel;
|
|
extern msurface_t *r_alpha_surfaces;
|
|
int i, k;
|
|
int shift;
|
|
int sflags;
|
|
model_t *model;
|
|
msurface_t *s;
|
|
msurface_t *chain = NULL;
|
|
|
|
qglPushMatrix();
|
|
R_RotateForEntity(e);
|
|
currentmodel = model = e->model;
|
|
s = model->surfaces+model->firstmodelsurface;
|
|
|
|
shift = GLR_LightmapShift(currentmodel);
|
|
|
|
if (currententity->drawflags & DRF_TRANSLUCENT)
|
|
currententity->shaderRGBAf[3]=0.5;
|
|
if ((currententity->drawflags & MLS_ABSLIGHT) == MLS_ABSLIGHT)
|
|
{
|
|
currententity->shaderRGBAf[0] =
|
|
currententity->shaderRGBAf[1] =
|
|
currententity->shaderRGBAf[2] = currententity->abslight/255.0f;
|
|
}
|
|
|
|
if (currententity->shaderRGBAf[3]<1)
|
|
{
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglEnable(GL_BLEND);
|
|
}
|
|
else
|
|
{
|
|
GL_TexEnv(GL_REPLACE);
|
|
qglDisable(GL_BLEND);
|
|
}
|
|
|
|
qglColor4fv(currententity->shaderRGBAf);
|
|
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// calculate dynamic lighting for bmodel if it's not an
|
|
// instanced model
|
|
if (model->fromgame != fg_quake3)
|
|
{
|
|
if (currentmodel->nummodelsurfaces != 0 && r_dynamic.value)
|
|
{
|
|
for (k=0 ; k<dlights_software ; k++)
|
|
{
|
|
if (!cl_dlights[k].radius)
|
|
continue;
|
|
if (cl_dlights[k].nodynamic)
|
|
continue;
|
|
|
|
currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
|
|
currentmodel->nodes + currentmodel->hulls[0].firstclipnode);
|
|
}
|
|
}
|
|
|
|
//update lightmaps.
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
R_RenderDynamicLightmaps (s, shift);
|
|
}
|
|
|
|
if (!r_drawflat_nonworldmodel.value && (!cl.worldmodel->submodels || model->submodels != cl.worldmodel->submodels))
|
|
sflags = SURF_NOFLAT;
|
|
else
|
|
sflags = 0;
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
{
|
|
if (s->texinfo->flags & (SURF_TRANS33 | SURF_TRANS66))
|
|
{
|
|
s->ownerent = currententity;
|
|
s->nextalphasurface = r_alpha_surfaces;
|
|
r_alpha_surfaces = s;
|
|
continue;
|
|
}
|
|
else if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
|
|
{
|
|
PPL_BaseTextureChain(chain);
|
|
chain = NULL;
|
|
}
|
|
|
|
s->flags |= sflags;
|
|
s->texturechain = chain;
|
|
chain = s;
|
|
}
|
|
|
|
if (chain)
|
|
PPL_BaseTextureChain(chain);
|
|
|
|
qglPopMatrix();
|
|
GL_DisableMultitexture();
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
if (!varrayactive)
|
|
R_IBrokeTheArrays();
|
|
}
|
|
|
|
#ifdef Q3SHADERS
|
|
void R_DrawLightning(entity_t *e)
|
|
{
|
|
vec3_t v;
|
|
vec3_t dir, cr;
|
|
float scale = e->scale;
|
|
float length;
|
|
|
|
vec3_t points[4];
|
|
vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
|
|
index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
|
|
|
|
mesh_t mesh;
|
|
meshbuffer_t mb;
|
|
|
|
if (!e->forcedshader)
|
|
return;
|
|
|
|
if (!scale)
|
|
scale = 10;
|
|
|
|
|
|
VectorSubtract(e->origin, e->oldorigin, dir);
|
|
length = Length(dir);
|
|
|
|
//this seems to be about right.
|
|
texcoords[2][0] = length/128;
|
|
texcoords[3][0] = length/128;
|
|
|
|
VectorSubtract(r_refdef.vieworg, e->origin, v);
|
|
CrossProduct(v, dir, cr);
|
|
VectorNormalize(cr);
|
|
|
|
VectorMA(e->origin, -scale/2, cr, points[0]);
|
|
VectorMA(e->origin, scale/2, cr, points[1]);
|
|
|
|
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
|
|
CrossProduct(v, dir, cr);
|
|
VectorNormalize(cr);
|
|
|
|
VectorMA(e->oldorigin, scale/2, cr, points[2]);
|
|
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
|
|
|
|
mesh.xyz_array = points;
|
|
mesh.indexes = indexarray;
|
|
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
|
|
mesh.colors_array = NULL;
|
|
mesh.lmst_array = NULL;
|
|
mesh.normals_array = NULL;
|
|
mesh.numvertexes = 4;
|
|
mesh.st_array = texcoords;
|
|
|
|
mb.entity = e;
|
|
mb.mesh = &mesh;
|
|
mb.shader = e->forcedshader;
|
|
mb.infokey = 0;
|
|
mb.fog = NULL;
|
|
mb.infokey = currententity->keynum;
|
|
mb.dlightbits = 0;
|
|
|
|
|
|
R_IBrokeTheArrays();
|
|
|
|
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED);
|
|
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
}
|
|
void R_DrawRailCore(entity_t *e)
|
|
{
|
|
vec3_t v;
|
|
vec3_t dir, cr;
|
|
float scale = e->scale;
|
|
float length;
|
|
|
|
mesh_t mesh;
|
|
meshbuffer_t mb;
|
|
vec3_t points[4];
|
|
vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
|
|
index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
|
|
int colors[4];
|
|
qbyte colorsb[4];
|
|
|
|
if (!e->forcedshader)
|
|
return;
|
|
|
|
if (!scale)
|
|
scale = 10;
|
|
|
|
|
|
VectorSubtract(e->origin, e->oldorigin, dir);
|
|
length = Length(dir);
|
|
|
|
//this seems to be about right.
|
|
texcoords[2][0] = length/128;
|
|
texcoords[3][0] = length/128;
|
|
|
|
VectorSubtract(r_refdef.vieworg, e->origin, v);
|
|
CrossProduct(v, dir, cr);
|
|
VectorNormalize(cr);
|
|
|
|
VectorMA(e->origin, -scale/2, cr, points[0]);
|
|
VectorMA(e->origin, scale/2, cr, points[1]);
|
|
|
|
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
|
|
CrossProduct(v, dir, cr);
|
|
VectorNormalize(cr);
|
|
|
|
VectorMA(e->oldorigin, scale/2, cr, points[2]);
|
|
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
|
|
|
|
colorsb[0] = e->shaderRGBAf[0]*255;
|
|
colorsb[1] = e->shaderRGBAf[1]*255;
|
|
colorsb[2] = e->shaderRGBAf[2]*255;
|
|
colorsb[3] = e->shaderRGBAf[3]*255;
|
|
colors[0] = colors[1] = colors[2] = colors[3] = *(int*)colorsb;
|
|
|
|
mesh.xyz_array = points;
|
|
mesh.indexes = indexarray;
|
|
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
|
|
mesh.colors_array = (byte_vec4_t*)colors;
|
|
mesh.lmst_array = NULL;
|
|
mesh.normals_array = NULL;
|
|
mesh.numvertexes = 4;
|
|
mesh.st_array = texcoords;
|
|
|
|
mb.entity = e;
|
|
mb.mesh = &mesh;
|
|
mb.shader = e->forcedshader;
|
|
mb.infokey = 0;
|
|
mb.fog = NULL;
|
|
mb.infokey = currententity->keynum;
|
|
mb.dlightbits = 0;
|
|
|
|
|
|
R_IBrokeTheArrays();
|
|
|
|
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED | MF_COLORS);
|
|
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
}
|
|
#endif
|
|
|
|
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
|
void R_DrawBeam( entity_t *e )
|
|
{
|
|
#define NUM_BEAM_SEGS 6
|
|
|
|
int i;
|
|
float r, g, b;
|
|
|
|
vec3_t perpvec;
|
|
vec3_t direction, normalized_direction;
|
|
vec3_t points[NUM_BEAM_SEGS*2];
|
|
vec3_t oldorigin, origin;
|
|
float scale;
|
|
|
|
oldorigin[0] = e->oldorigin[0];
|
|
oldorigin[1] = e->oldorigin[1];
|
|
oldorigin[2] = e->oldorigin[2];
|
|
|
|
origin[0] = e->origin[0];
|
|
origin[1] = e->origin[1];
|
|
origin[2] = e->origin[2];
|
|
|
|
normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
|
|
normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
|
|
normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
|
|
|
|
if ( VectorNormalize( normalized_direction ) == 0 )
|
|
return;
|
|
|
|
PerpendicularVector( perpvec, normalized_direction );
|
|
|
|
scale = e->scale;
|
|
if (!scale)
|
|
scale = e->framestate.g[FS_REG].frame[0];
|
|
if (!scale)
|
|
scale = 6;
|
|
VectorScale( perpvec, scale / 2, perpvec );
|
|
|
|
for ( i = 0; i < 6; i++ )
|
|
{
|
|
RotatePointAroundVector( points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
|
|
VectorAdd( points[i], origin, points[i] );
|
|
VectorAdd( points[i], direction, points[i+NUM_BEAM_SEGS] );
|
|
}
|
|
|
|
#ifdef Q3SHADERS
|
|
if (e->forcedshader)
|
|
{
|
|
index_t indexarray[NUM_BEAM_SEGS*6];
|
|
vec2_t texcoords[NUM_BEAM_SEGS*2];
|
|
mesh_t mesh;
|
|
meshbuffer_t mb;
|
|
|
|
mesh.xyz_array = points;
|
|
mesh.indexes = indexarray;
|
|
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
|
|
mesh.colors_array = NULL;
|
|
mesh.lmst_array = NULL;
|
|
mesh.normals_array = NULL;
|
|
mesh.numvertexes = NUM_BEAM_SEGS*2;
|
|
mesh.st_array = texcoords;
|
|
|
|
mb.entity = e;
|
|
mb.mesh = &mesh;
|
|
mb.shader = e->forcedshader;
|
|
mb.infokey = 0;
|
|
mb.fog = NULL;
|
|
mb.infokey = currententity->keynum;
|
|
mb.dlightbits = 0;
|
|
|
|
for (i = 0; i < NUM_BEAM_SEGS; i++)
|
|
{
|
|
indexarray[i*6+0] = i+0;
|
|
indexarray[i*6+1] = (i+1)%NUM_BEAM_SEGS;
|
|
indexarray[i*6+2] = indexarray[i*6+1]+NUM_BEAM_SEGS;
|
|
|
|
indexarray[i*6+3] = indexarray[i*6+0];
|
|
indexarray[i*6+4] = indexarray[i*6+2];
|
|
indexarray[i*6+5] = i+0+NUM_BEAM_SEGS;
|
|
|
|
texcoords[i][1] = (float)i/NUM_BEAM_SEGS+0.35;
|
|
texcoords[i][0] = 0;
|
|
texcoords[i+NUM_BEAM_SEGS][1] = (float)i/NUM_BEAM_SEGS+0.35;
|
|
texcoords[i+NUM_BEAM_SEGS][0] = 1;
|
|
}
|
|
|
|
R_IBrokeTheArrays();
|
|
|
|
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED);
|
|
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_BLEND );
|
|
qglDepthMask( GL_FALSE );
|
|
qglDisable(GL_ALPHA_TEST);
|
|
|
|
r = ( d_8to24rgbtable[e->skinnum & 0xFF] ) & 0xFF;
|
|
g = ( d_8to24rgbtable[e->skinnum & 0xFF] >> 8 ) & 0xFF;
|
|
b = ( d_8to24rgbtable[e->skinnum & 0xFF] >> 16 ) & 0xFF;
|
|
|
|
r *= e->shaderRGBAf[0]/255.0F;
|
|
g *= e->shaderRGBAf[1]/255.0F;
|
|
b *= e->shaderRGBAf[2]/255.0F;
|
|
|
|
qglColor4f( r, g, b, e->shaderRGBAf[3] );
|
|
|
|
qglBegin( GL_TRIANGLE_STRIP );
|
|
for ( i = 0; i < NUM_BEAM_SEGS; i++ )
|
|
{
|
|
qglVertex3fv( points[i] );
|
|
qglVertex3fv( points[i+NUM_BEAM_SEGS] );
|
|
qglVertex3fv( points[((i+1)%NUM_BEAM_SEGS)] );
|
|
qglVertex3fv( points[((i+1)%NUM_BEAM_SEGS)+NUM_BEAM_SEGS] );
|
|
}
|
|
qglEnd();
|
|
|
|
qglEnable( GL_TEXTURE_2D );
|
|
qglDisable( GL_BLEND );
|
|
qglDepthMask( GL_TRUE );
|
|
}
|
|
}
|
|
|
|
void PPL_DrawEnt(entity_t *e, void *parm)
|
|
{
|
|
qglEnd();
|
|
currententity = e;
|
|
|
|
qglDepthMask(1);
|
|
qglDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
R_IBrokeTheArrays();
|
|
R_DrawGAliasModel (currententity);
|
|
|
|
P_FlushRenderer();
|
|
qglBegin(GL_QUADS);
|
|
}
|
|
|
|
void PPL_DelayBaseBModelTextures(int count, void **e, void *parm)
|
|
{
|
|
while(count--)
|
|
{
|
|
currententity = *e++;
|
|
|
|
qglDepthFunc ( gldepthfunc );
|
|
qglEnable(GL_DEPTH_TEST);
|
|
qglDepthMask(1);
|
|
PPL_BaseBModelTextures (currententity);
|
|
}
|
|
}
|
|
|
|
void PPL_BaseEntTextures(void)
|
|
{
|
|
extern model_t *currentmodel;
|
|
int i;
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (!PPL_ShouldDraw())
|
|
continue;
|
|
|
|
if (currententity->rtype)
|
|
continue;
|
|
if (currententity->flags & Q2RF_BEAM)
|
|
{
|
|
R_DrawBeam(currententity);
|
|
continue;
|
|
}
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->engineflags & MDLF_ENGULPHS)
|
|
{
|
|
if (gl_part_flame.value)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (currententity->model->engineflags & MDLF_NOTREPLACEMENTS)
|
|
{
|
|
if (currententity->model->fromgame != fg_quake || currententity->model->type != mod_alias)
|
|
if (!ruleset_allow_sensative_texture_replacements.value)
|
|
continue;
|
|
}
|
|
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
//FIXME: We want to depth sort with particles, but we also want depth. :(
|
|
//Until then, we have broken model lighting.
|
|
case mod_alias:
|
|
R_DrawGAliasModel (currententity);
|
|
// if (currententity->flags & Q2RF_WEAPONMODEL)
|
|
// RQ_AddDistReorder(PPL_DrawEnt, currententity, NULL, r_refdef.vieworg);
|
|
// else
|
|
// RQ_AddDistReorder(PPL_DrawEnt, currententity, NULL, currententity->origin);
|
|
break;
|
|
|
|
case mod_brush:
|
|
if (currententity->shaderRGBAf[3] < 1)
|
|
RQ_AddDistReorder(PPL_DelayBaseBModelTextures, currententity, NULL, currententity->origin);
|
|
else
|
|
{
|
|
qglDepthFunc ( gldepthfunc );
|
|
qglEnable(GL_DEPTH_TEST);
|
|
qglDepthMask(1);
|
|
PPL_BaseBModelTextures (currententity);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
currentmodel = cl.worldmodel;
|
|
}
|
|
|
|
#ifdef PPL
|
|
static void PPL_GenerateLightArrays(msurface_t *surf, vec3_t relativelightorigin, dlight_t *light, vec3_t colour)
|
|
{
|
|
int vi;
|
|
float *v, *stw;
|
|
surfvertexarray_t *out;
|
|
|
|
vec3_t lightdir;
|
|
float dist;
|
|
|
|
shadowlightfaces++;
|
|
|
|
v = surf->mesh->xyz_array[0];
|
|
stw = surf->mesh->st_array[0];
|
|
|
|
out = &varray_v[0];
|
|
|
|
for (vi=0 ; vi<surf->mesh->numvertexes ; vi++, v+=3, stw+=2, out++)
|
|
{
|
|
out->stw[0] = stw[0];
|
|
out->stw[1] = stw[1];
|
|
lightdir[0] = relativelightorigin[0] - v[0];
|
|
lightdir[1] = relativelightorigin[1] - v[1];
|
|
lightdir[2] = relativelightorigin[2] - v[2];
|
|
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
|
|
(lightdir[1])*(lightdir[1]) +
|
|
(lightdir[2])*(lightdir[2])) / light->radius);
|
|
VectorNormalize(lightdir);
|
|
out->stl[0] = colour[0]*dist;
|
|
out->stl[1] = colour[1]*dist;
|
|
out->stl[2] = colour[2]*dist;
|
|
out->ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]);
|
|
out->ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]);
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
out->ncm[2] = -DotProduct(lightdir, surf->plane->normal);
|
|
else
|
|
out->ncm[2] = DotProduct(lightdir, surf->plane->normal);
|
|
}
|
|
}
|
|
|
|
//flags
|
|
enum{
|
|
PERMUTATION_GENERIC = 0,
|
|
PERMUTATION_BUMPMAP = 1,
|
|
PERMUTATION_SPECULAR = 2,
|
|
PERMUTATION_BUMP_SPEC = 3,
|
|
PERMUTATION_OFFSET = 4,
|
|
PERMUTATION_OFFSET_BUMP = 5,
|
|
PERMUTATION_OFFSET_SPEC = 6,
|
|
PERMUTATION_OFFSET_BUMP_SPEC = 7,
|
|
|
|
PERMUTATIONS
|
|
};
|
|
int ppl_light_shader[PERMUTATIONS];
|
|
int ppl_light_shader_eyeposition[PERMUTATIONS];
|
|
int ppl_light_shader_lightposition[PERMUTATIONS];
|
|
int ppl_light_shader_lightcolour[PERMUTATIONS];
|
|
int ppl_light_shader_lightradius[PERMUTATIONS];
|
|
int ppl_light_shader_offset_scale[PERMUTATIONS];
|
|
int ppl_light_shader_offset_bias[PERMUTATIONS];
|
|
|
|
void PPL_CreateLightTexturesProgram(void)
|
|
{
|
|
int i;
|
|
|
|
char *permutation[PERMUTATIONS] = {
|
|
"",
|
|
"#define BUMP\n",
|
|
"#define SPECULAR\n",
|
|
"#define SPECULAR\n#define BUMP\n",
|
|
"#define USEOFFSETMAPPING\n",
|
|
"#define USEOFFSETMAPPING\n#define BUMP\n",
|
|
"#define USEOFFSETMAPPING\n#define SPECULAR\n",
|
|
"#define USEOFFSETMAPPING\n#define SPECULAR\n#define BUMP\n"
|
|
};
|
|
char *vert =
|
|
"varying vec2 tcbase;\n"
|
|
"uniform vec3 texr, texu, texf;\n"
|
|
"varying vec3 LightVector;\n"
|
|
"uniform vec3 LightPosition;\n"
|
|
|
|
"#if defined(SPECULAR) || defined(USEOFFSETMAPPING)\n"
|
|
"uniform vec3 EyePosition;\n"
|
|
"varying vec3 EyeVector;\n"
|
|
"#endif\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" gl_Position = ftransform();\n"
|
|
|
|
" tcbase = gl_MultiTexCoord0.xy;\n" //pass the texture coords straight through
|
|
|
|
" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
|
|
" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
|
|
" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
|
|
" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
|
|
|
|
"#if defined(SPECULAR)||defined(USEOFFSETMAPPING)\n"
|
|
" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
|
|
" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
|
|
" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
|
|
" EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
;
|
|
|
|
char *frag =
|
|
"uniform sampler2D baset;\n"
|
|
"#if defined(BUMP) || defined(SPECULAR) || defined(USEOFFSETMAPPING)\n"
|
|
"uniform sampler2D bumpt;\n"
|
|
"#endif\n"
|
|
"#ifdef SPECULAR\n"
|
|
"uniform sampler2D speculart;\n"
|
|
"#endif\n"
|
|
|
|
"varying vec2 tcbase;\n"
|
|
"varying vec3 LightVector;\n"
|
|
|
|
"uniform float lightradius;\n"
|
|
"uniform vec3 LightColour;\n"
|
|
|
|
"#if defined(SPECULAR) || defined(USEOFFSETMAPPING)\n"
|
|
"varying vec3 EyeVector;\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef USEOFFSETMAPPING\n"
|
|
"uniform float OffsetMapping_Scale;\n"
|
|
"uniform float OffsetMapping_Bias;\n"
|
|
"#endif\n"
|
|
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
"#ifdef USEOFFSETMAPPING\n"
|
|
" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
|
|
" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
|
|
" vec2 TexCoordOffset = tcbase + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, tcbase).w);\n"
|
|
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, TexCoordOffset).w);\n"
|
|
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, TexCoordOffset).w);\n"
|
|
"#define tcbase TexCoordOffset\n"
|
|
"#endif\n"
|
|
|
|
|
|
"#ifdef BUMP\n"
|
|
" vec3 bases = vec3(texture2D(baset, tcbase));\n"
|
|
"#else\n"
|
|
" vec3 diff = vec3(texture2D(baset, tcbase));\n"
|
|
"#endif\n"
|
|
"#if defined(BUMP) || defined(SPECULAR)\n"
|
|
" vec3 bumps = vec3(texture2D(bumpt, tcbase)) * 2.0 - 1.0;\n"
|
|
"#endif\n"
|
|
"#ifdef SPECULAR\n"
|
|
" vec3 specs = vec3(texture2D(speculart, tcbase));\n"
|
|
"#endif\n"
|
|
|
|
" vec3 nl = normalize(LightVector);\n"
|
|
" float colorscale = max(1.0 - dot(LightVector, LightVector)/(lightradius*lightradius), 0.0);\n"
|
|
|
|
"#ifdef BUMP\n"
|
|
" vec3 diff;\n"
|
|
" diff = bases * max(dot(bumps, nl), 0.0);\n"
|
|
"#endif\n"
|
|
"#ifdef SPECULAR\n"
|
|
" vec3 halfdir = (normalize(EyeVector) + normalize(LightVector))/2.0;\n"
|
|
" float dv = dot(halfdir, bumps);\n"
|
|
" diff += pow(dv, 8.0) * specs;\n"
|
|
"#endif\n"
|
|
" gl_FragColor.rgb = diff*colorscale*LightColour;\n"
|
|
"}\n"
|
|
;
|
|
|
|
for (i = 0; i < PERMUTATIONS; i++)
|
|
{
|
|
ppl_light_shader[i] = GLSlang_CreateProgram(permutation[i], vert, frag);
|
|
|
|
if (ppl_light_shader[i])
|
|
{
|
|
GLSlang_UseProgram(ppl_light_shader[i]);
|
|
|
|
qglUniform1iARB(qglGetUniformLocationARB(ppl_light_shader[i], "baset"), 0);
|
|
qglUniform1iARB(qglGetUniformLocationARB(ppl_light_shader[i], "bumpt"), 1);
|
|
qglUniform1iARB(qglGetUniformLocationARB(ppl_light_shader[i], "speculart"), 2);
|
|
|
|
ppl_light_shader_eyeposition[i] = qglGetUniformLocationARB(ppl_light_shader[i], "EyePosition");
|
|
ppl_light_shader_lightposition [i]= qglGetUniformLocationARB(ppl_light_shader[i], "LightPosition");
|
|
ppl_light_shader_lightcolour[i] = qglGetUniformLocationARB(ppl_light_shader[i], "LightColour");
|
|
ppl_light_shader_lightradius[i] = qglGetUniformLocationARB(ppl_light_shader[i], "lightradius");
|
|
ppl_light_shader_offset_scale[i] = qglGetUniformLocationARB(ppl_light_shader[i], "OffsetMapping_Scale");
|
|
ppl_light_shader_offset_bias[i] = qglGetUniformLocationARB(ppl_light_shader[i], "OffsetMapping_Bias");
|
|
|
|
GLSlang_UseProgram(0);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
void PPL_LightTexturesFP_Cached(model_t *model, vec3_t modelorigin, dlight_t *light, vec3_t colour)
|
|
{
|
|
int i, j;
|
|
texture_t *t;
|
|
msurface_t *s;
|
|
int p, lp=-1;
|
|
extern cvar_t gl_specular;
|
|
shadowmesh_t *shm = light->worldshadowmesh;
|
|
|
|
|
|
vec3_t relativelightorigin;
|
|
vec3_t relativeeyeorigin;
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error before lighttextures\n");
|
|
|
|
VectorSubtract(light->origin, modelorigin, relativelightorigin);
|
|
VectorSubtract(r_refdef.vieworg, modelorigin, relativeeyeorigin);
|
|
|
|
qglEnable(GL_BLEND);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglBlendFunc(GL_ONE, GL_ONE);
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error early in lighttextures\n");
|
|
|
|
for (j=0 ; j<shm->numsurftextures ; j++)
|
|
{
|
|
if (!shm->litsurfs[j].count)
|
|
continue;
|
|
|
|
s = shm->litsurfs[j].s[0];
|
|
t = s->texinfo->texture;
|
|
t = R_TextureAnimation (t);
|
|
|
|
for (i=0 ; i<shm->litsurfs[j].count ; i++)
|
|
{
|
|
s = shm->litsurfs[j].s[i];
|
|
|
|
if (s->visframe != r_framecount)
|
|
continue;
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
|
|
// if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
|
// continue; // draw translucent water later
|
|
|
|
|
|
|
|
p = 0;
|
|
if (t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_BUMPMAP])
|
|
p |= PERMUTATION_BUMPMAP;
|
|
if (gl_specular.value && t->gl_texturenumspec && ppl_light_shader[p|PERMUTATION_SPECULAR])
|
|
p |= PERMUTATION_SPECULAR;
|
|
if (r_shadow_glsl_offsetmapping.value && t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_OFFSET])
|
|
p |= PERMUTATION_OFFSET;
|
|
|
|
if (p != lp)
|
|
{
|
|
lp = p;
|
|
GLSlang_UseProgram(ppl_light_shader[p]);
|
|
if (ppl_light_shader_eyeposition[p] != -1)
|
|
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
|
|
qglUniform3fvARB(ppl_light_shader_lightposition[p], 1, relativelightorigin);
|
|
qglUniform3fvARB(ppl_light_shader_lightcolour[p], 1, colour);
|
|
qglUniform1fARB(ppl_light_shader_lightradius[p], light->radius);
|
|
|
|
if (ppl_light_shader_offset_scale[p]!=-1)
|
|
qglUniform1fARB(ppl_light_shader_offset_scale[p], r_shadow_glsl_offsetmapping_scale.value);
|
|
if (ppl_light_shader_offset_bias[p]!=-1)
|
|
qglUniform1fARB(ppl_light_shader_offset_bias[p], r_shadow_glsl_offsetmapping_bias.value);
|
|
}
|
|
|
|
|
|
if (p & PERMUTATION_BUMPMAP)
|
|
GL_MBind(GL_TEXTURE1_ARB, t->gl_texturenumbumpmap);
|
|
if (p & PERMUTATION_SPECULAR)
|
|
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumspec);
|
|
|
|
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenum);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
|
|
|
|
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, s->texinfo->vecs[0][0], s->texinfo->vecs[0][1], s->texinfo->vecs[0][2]);
|
|
qglMultiTexCoord3fARB(GL_TEXTURE2_ARB, -s->texinfo->vecs[1][0], -s->texinfo->vecs[1][1], -s->texinfo->vecs[1][2]);
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, -s->plane->normal[0], -s->plane->normal[1], -s->plane->normal[2]);
|
|
else
|
|
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
|
|
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
|
|
|
|
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
}
|
|
}
|
|
GLSlang_UseProgram(0);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error during lighttextures\n");
|
|
}
|
|
|
|
void PPL_LightTexturesFP(model_t *model, vec3_t modelorigin, dlight_t *light, vec3_t colour)
|
|
{
|
|
int i;
|
|
texture_t *t;
|
|
msurface_t *s;
|
|
int p, lp=-1;
|
|
extern cvar_t gl_specular;
|
|
|
|
vec3_t relativelightorigin;
|
|
vec3_t relativeeyeorigin;
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error before lighttextures\n");
|
|
|
|
VectorSubtract(light->origin, modelorigin, relativelightorigin);
|
|
VectorSubtract(r_refdef.vieworg, modelorigin, relativeeyeorigin);
|
|
|
|
qglEnable(GL_BLEND);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglBlendFunc(GL_ONE, GL_ONE);
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error early in lighttextures\n");
|
|
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
// if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
|
// continue; // draw translucent water later
|
|
|
|
t = R_TextureAnimation (t);
|
|
|
|
|
|
p = 0;
|
|
if (t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_BUMPMAP])
|
|
p |= PERMUTATION_BUMPMAP;
|
|
if (gl_specular.value && t->gl_texturenumspec && ppl_light_shader[p|PERMUTATION_SPECULAR])
|
|
p |= PERMUTATION_SPECULAR;
|
|
|
|
if (p != lp)
|
|
{
|
|
lp = p;
|
|
GLSlang_UseProgram(ppl_light_shader[p]);
|
|
if (ppl_light_shader_eyeposition[p] != -1)
|
|
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
|
|
qglUniform3fvARB(ppl_light_shader_lightposition[p], 1, relativelightorigin);
|
|
qglUniform3fvARB(ppl_light_shader_lightcolour[p], 1, colour);
|
|
qglUniform1fARB(ppl_light_shader_lightradius[p], light->radius);
|
|
}
|
|
|
|
|
|
if (p & PERMUTATION_BUMPMAP)
|
|
GL_MBind(GL_TEXTURE1_ARB, t->gl_texturenumbumpmap);
|
|
if (p & PERMUTATION_SPECULAR)
|
|
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumspec);
|
|
|
|
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenum);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
for (; s; s=s->texturechain)
|
|
{
|
|
if (s->shadowframe != r_shadowframe)
|
|
continue;
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
|
|
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, s->texinfo->vecs[0][0], s->texinfo->vecs[0][1], s->texinfo->vecs[0][2]);
|
|
qglMultiTexCoord3fARB(GL_TEXTURE2_ARB, -s->texinfo->vecs[1][0], -s->texinfo->vecs[1][1], -s->texinfo->vecs[1][2]);
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, -s->plane->normal[0], -s->plane->normal[1], -s->plane->normal[2]);
|
|
else
|
|
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
|
|
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
|
|
|
|
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
}
|
|
|
|
}
|
|
GLSlang_UseProgram(0);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error during lighttextures\n");
|
|
}
|
|
|
|
void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light, vec3_t colour)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
vec3_t relativelightorigin;
|
|
|
|
if (ppl_light_shader[0])
|
|
{
|
|
if (model == cl.worldmodel && light->worldshadowmesh)
|
|
PPL_LightTexturesFP_Cached(model, modelorigin, light, colour);
|
|
else
|
|
PPL_LightTexturesFP(model, modelorigin, light, colour);
|
|
return;
|
|
}
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
VectorSubtract(light->origin, modelorigin, relativelightorigin);
|
|
qglShadeModel(GL_SMOOTH);
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
|
continue; // draw translucent water later
|
|
|
|
|
|
{
|
|
extern int normalisationCubeMap;
|
|
|
|
t = R_TextureAnimation (t);
|
|
|
|
|
|
qglEnableClientState(GL_COLOR_ARRAY);
|
|
qglColorPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
if (t->gl_texturenumbumpmap && gl_mtexarbable>3)
|
|
{
|
|
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenumbumpmap);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
//Set up texture environment to do (tex0 dot tex1)*color
|
|
GL_TexEnv(GL_REPLACE); //make texture normalmap available.
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
GL_TexEnv(GL_COMBINE_ARB); //normalisation cubemap . normalmap
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
|
|
|
|
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumbumpmap); //a dummy
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB); //bumps * color (the attenuation)
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture)
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
|
|
GL_MBind(GL_TEXTURE3_ARB, t->gl_texturenum);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
}
|
|
else
|
|
{
|
|
if (gl_mtexarbable>3)
|
|
{
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
for (; s; s=s->texturechain)
|
|
{
|
|
|
|
if (s->shadowframe != r_shadowframe)
|
|
continue;
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
|
|
PPL_GenerateLightArrays(s, relativelightorigin, light, colour);
|
|
|
|
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
varray_ic = 0;
|
|
varray_vc = 0;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gl_mtexarbable>2)
|
|
{
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
void PPL_LightBModelTexturesFP(entity_t *e, dlight_t *light, vec3_t colour)
|
|
{
|
|
int i;
|
|
texture_t *t;
|
|
msurface_t *s;
|
|
model_t *model = e->model;
|
|
texture_t *tnum = NULL;
|
|
int p, lp = -1;
|
|
|
|
vec3_t relativelightorigin;
|
|
vec3_t relativeeyeorigin;
|
|
|
|
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error before lighttextures\n");
|
|
//Fixme: rotate
|
|
VectorSubtract(light->origin, e->origin, relativelightorigin);
|
|
VectorSubtract(r_refdef.vieworg, e->origin, relativeeyeorigin);
|
|
|
|
qglEnable(GL_BLEND);
|
|
qglBlendFunc(GL_ONE, GL_ONE);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error early in lighttextures\n");
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
{
|
|
if (tnum != s->texinfo->texture)
|
|
{
|
|
tnum = s->texinfo->texture;
|
|
|
|
t = R_TextureAnimation (tnum);
|
|
|
|
p = 0;
|
|
if (t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_BUMPMAP])
|
|
p |= PERMUTATION_BUMPMAP;
|
|
if (gl_specular.value && t->gl_texturenumspec && ppl_light_shader[p|PERMUTATION_SPECULAR])
|
|
p |= PERMUTATION_SPECULAR;
|
|
if (p != lp)
|
|
{
|
|
lp = p;
|
|
GLSlang_UseProgram(ppl_light_shader[p]);
|
|
if (ppl_light_shader_eyeposition[p] != -1)
|
|
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
|
|
qglUniform3fvARB(ppl_light_shader_lightposition[p], 1, relativelightorigin);
|
|
qglUniform3fvARB(ppl_light_shader_lightcolour[p], 1, colour);
|
|
qglUniform1fARB(ppl_light_shader_lightradius[p], light->radius);
|
|
}
|
|
|
|
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenum);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_MBind(GL_TEXTURE1_ARB, t->gl_texturenumbumpmap);
|
|
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumspec);
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
}
|
|
|
|
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, -s->texinfo->vecs[0][0], -s->texinfo->vecs[0][1], -s->texinfo->vecs[0][2]);
|
|
qglMultiTexCoord3fARB(GL_TEXTURE2_ARB, s->texinfo->vecs[1][0], s->texinfo->vecs[1][1], s->texinfo->vecs[1][2]);
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, -s->plane->normal[0], -s->plane->normal[1], -s->plane->normal[2]);
|
|
else
|
|
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
|
|
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
|
|
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
|
|
|
|
}
|
|
GLSlang_UseProgram(0);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error during lighttextures\n");
|
|
}
|
|
|
|
void PPL_LightBModelTextures(entity_t *e, dlight_t *light, vec3_t colour)
|
|
{
|
|
int i;
|
|
model_t *model = e->model;
|
|
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
vec3_t relativelightorigin;
|
|
|
|
qglPushMatrix();
|
|
R_RotateForEntity(e);
|
|
|
|
if (ppl_light_shader[0])
|
|
{
|
|
PPL_LightBModelTexturesFP(e, light, colour);
|
|
qglPopMatrix();
|
|
return;
|
|
}
|
|
|
|
qglColor4f(1, 1, 1, 1);
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
|
|
VectorSubtract(light->origin, e->origin, relativelightorigin);
|
|
qglShadeModel(GL_SMOOTH);
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
{
|
|
t = R_TextureAnimation (s->texinfo->texture);
|
|
|
|
qglEnableClientState(GL_COLOR_ARRAY);
|
|
qglColorPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
if (t->gl_texturenumbumpmap && gl_mtexarbable>3)
|
|
{
|
|
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenumbumpmap);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
//Set up texture environment to do (tex0 dot tex1)*color
|
|
GL_TexEnv(GL_REPLACE); //make texture normalmap available.
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
GL_TexEnv(GL_COMBINE_ARB); //normalisation cubemap * normalmap
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
|
|
|
|
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumbumpmap);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB); //bumps * color (the attenuation)
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture)
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
|
|
GL_MBind(GL_TEXTURE3_ARB, t->gl_texturenum);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
}
|
|
else
|
|
{
|
|
if (gl_mtexarbable>3)
|
|
{
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
|
|
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
}
|
|
|
|
// for (; s; s=s->texturechain)
|
|
{
|
|
|
|
// if (s->shadowframe != r_shadowframe)
|
|
// continue;
|
|
|
|
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
|
|
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
|
|
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
|
|
continue;*/
|
|
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
PPL_GenerateLightArrays(s, relativelightorigin, light, colour);
|
|
|
|
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
varray_ic = 0;
|
|
varray_vc = 0;
|
|
}
|
|
PPL_FlushArrays();
|
|
}
|
|
|
|
if (gl_mtexarbable>2)
|
|
{
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
qglPopMatrix();
|
|
}
|
|
|
|
//draw the bumps on the models for each light.
|
|
void PPL_DrawEntLighting(dlight_t *light, vec3_t colour)
|
|
{
|
|
int i;
|
|
|
|
PPL_LightTextures(cl.worldmodel, r_worldentity.origin, light, colour);
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (!PPL_ShouldDraw())
|
|
continue;
|
|
if (r_inmirror)
|
|
{
|
|
if (currententity->flags & Q2RF_WEAPONMODEL)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (currententity->keynum == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
|
|
continue;
|
|
// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
// continue;
|
|
if (!Cam_DrawPlayer(0, currententity->keynum-1))
|
|
continue;
|
|
}
|
|
|
|
if (currententity->flags & Q2RF_BEAM)
|
|
{
|
|
continue;
|
|
}
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (currententity->model->engineflags & MDLF_NOTREPLACEMENTS)
|
|
{
|
|
if (currententity->model->fromgame != fg_quake || currententity->model->type != mod_alias)
|
|
if (!ruleset_allow_sensative_texture_replacements.value)
|
|
continue;
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
if (!varrayactive)
|
|
R_IBrokeTheArrays();
|
|
R_DrawGAliasModelLighting (currententity, light->origin, colour, light->radius);
|
|
break;
|
|
|
|
case mod_brush:
|
|
PPL_LightBModelTextures (currententity, light, colour);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void PPL_FullBrights(model_t *model)
|
|
{
|
|
int tn;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
qglColor3f(1,1,1);
|
|
|
|
qglDepthMask(0); //don't bother writing depth
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglShadeModel(GL_FLAT);
|
|
|
|
qglEnable(GL_BLEND);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
|
|
for (tn=0 ; tn<model->numtextures ; tn++)
|
|
{
|
|
t = model->textures[tn];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
|
continue; // draw translucent water later
|
|
|
|
PPL_FullBrightTextureChain(s);
|
|
|
|
t->texturechain=NULL;
|
|
}
|
|
|
|
GL_TexEnv(GL_REPLACE);
|
|
qglDepthMask(1);
|
|
}
|
|
|
|
void PPL_FullBrightBModelTextures(entity_t *e)
|
|
{
|
|
int i;
|
|
model_t *model;
|
|
msurface_t *s;
|
|
msurface_t *chain = NULL;
|
|
|
|
qglPushMatrix();
|
|
R_RotateForEntity(e);
|
|
currentmodel = model = e->model;
|
|
s = model->surfaces+model->firstmodelsurface;
|
|
|
|
qglColor4f(1, 1, 1, 1);
|
|
qglDepthMask(0); //don't bother writing depth
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglShadeModel(GL_FLAT);
|
|
|
|
qglEnable(GL_BLEND);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
{
|
|
if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
|
|
{
|
|
PPL_FullBrightTextureChain(chain);
|
|
chain = NULL;
|
|
}
|
|
|
|
s->texturechain = chain;
|
|
chain = s;
|
|
}
|
|
|
|
if (chain)
|
|
PPL_FullBrightTextureChain(chain);
|
|
|
|
qglPopMatrix();
|
|
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
qglDepthMask(1);
|
|
}
|
|
|
|
//draw the bumps on the models for each light.
|
|
void PPL_DrawEntFullBrights(void)
|
|
{
|
|
int i;
|
|
|
|
currententity = &r_worldentity;
|
|
// if (gl_detail.value || (r_fb_bmodels.value && cls.allow_luma))
|
|
PPL_FullBrights(cl.worldmodel);
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
continue;
|
|
|
|
if (!Cam_DrawPlayer(0, currententity->keynum-1))
|
|
continue;
|
|
|
|
if (currententity->flags & Q2RF_BEAM)
|
|
continue;
|
|
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->engineflags & MDLF_ENGULPHS)
|
|
{
|
|
if (gl_part_flame.value)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
// R_DrawGAliasModelLighting (currententity);
|
|
break;
|
|
|
|
case mod_brush:
|
|
PPL_FullBrightBModelTextures (currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void PPL_SchematicsTextureChain(msurface_t *first)
|
|
{
|
|
extern int char_texture;
|
|
msurface_t *s;
|
|
float *v1, *v2;
|
|
float len;
|
|
unsigned char str[64];
|
|
int sl, c;
|
|
vec3_t dir;
|
|
vec3_t pos, v;
|
|
const float size = 0.0625;
|
|
float frow, fcol;
|
|
int e, en;
|
|
|
|
if (!cl.worldmodel->surfedges)
|
|
return;
|
|
|
|
qglEnable(GL_ALPHA_TEST);
|
|
|
|
if (qglPolygonOffset)
|
|
qglPolygonOffset(-1, 0);
|
|
|
|
frow = rand()/(float)RAND_MAX;
|
|
frow=frow/2+0.5;
|
|
qglColor3f(frow, frow, 0);
|
|
|
|
//draw the distances
|
|
if (gl_schematics.value != 2)
|
|
{
|
|
qglEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_Bind(char_texture);
|
|
|
|
qglBegin(GL_QUADS);
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
for (e = s->numedges; e >= 0; e--)
|
|
{
|
|
en = cl.worldmodel->surfedges[e+s->firstedge];
|
|
if (en<0) //backwards
|
|
{
|
|
en = -en;
|
|
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[0]].position;
|
|
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[1]].position;
|
|
}
|
|
else
|
|
{
|
|
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[0]].position;
|
|
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[1]].position;
|
|
}
|
|
|
|
|
|
|
|
VectorSubtract(v1, v2, dir);
|
|
len = Length(dir);
|
|
VectorNormalize(dir);
|
|
sprintf(str, "%i", (len<1)?1:(int)len);
|
|
sl = strlen(str);
|
|
VectorMA(v2, len/2 + sl*4, dir, pos);
|
|
|
|
for (c = 0; c < sl; c++)
|
|
{
|
|
frow = (str[c]>>4)*size;
|
|
fcol = (str[c]&15)*size;
|
|
|
|
qglTexCoord2f (fcol, frow + size);
|
|
qglVertex3fv(pos);
|
|
if (s->flags & SURF_PLANEBACK)
|
|
VectorMA(pos, -8, s->plane->normal, v);
|
|
else
|
|
VectorMA(pos, 8, s->plane->normal, v);
|
|
qglTexCoord2f (fcol, frow);
|
|
qglVertex3fv(v);
|
|
VectorMA(pos, -8, dir, pos);
|
|
if (s->flags & SURF_PLANEBACK)
|
|
VectorMA(pos, -8, s->plane->normal, v);
|
|
else
|
|
VectorMA(pos, 8, s->plane->normal, v);
|
|
qglTexCoord2f (fcol + size, frow);
|
|
qglVertex3fv(v);
|
|
qglTexCoord2f (fcol + size, frow + size);
|
|
qglVertex3fv(pos);
|
|
}
|
|
}
|
|
}
|
|
qglEnd();
|
|
|
|
qglDisable(GL_POLYGON_OFFSET_FILL);
|
|
}
|
|
|
|
qglEnable(GL_POLYGON_OFFSET_LINE);
|
|
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
qglBegin(GL_LINES);
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
for (e = s->numedges; e >= 0; e--)
|
|
{
|
|
en = cl.worldmodel->surfedges[e+s->firstedge];
|
|
if (en<0) //backwards
|
|
en = -en;
|
|
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[0]].position;
|
|
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[en].v[1]].position;
|
|
|
|
|
|
VectorSubtract(v2, v1, dir);
|
|
len = Length(dir);
|
|
VectorNormalize(dir);
|
|
|
|
if (gl_schematics.value != 2)
|
|
{
|
|
sprintf(str, "%i", (len<1)?1:(int)len);
|
|
sl = strlen(str);
|
|
}
|
|
else
|
|
sl = 0;
|
|
|
|
//left side. (find arrowhead part)
|
|
if (s->flags & SURF_PLANEBACK)
|
|
VectorMA(v1, -4, s->plane->normal, pos);
|
|
else
|
|
VectorMA(v1, 4, s->plane->normal, pos);
|
|
|
|
VectorMA(pos, 4, dir, v);
|
|
if (s->flags & SURF_PLANEBACK)
|
|
VectorMA(v, 4, s->plane->normal, v);
|
|
else
|
|
VectorMA(v, -4, s->plane->normal, v);
|
|
qglVertex3fv(v);
|
|
qglVertex3fv(pos);
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
VectorMA(v, -8, s->plane->normal, v);
|
|
else
|
|
VectorMA(v, 8, s->plane->normal, v);
|
|
qglVertex3fv(v);
|
|
qglVertex3fv(pos);
|
|
|
|
//the line
|
|
qglVertex3fv(pos);
|
|
VectorMA(pos, len/2 - sl*4, dir, pos);
|
|
qglVertex3fv(pos);
|
|
|
|
//right hand side.
|
|
if (s->flags & SURF_PLANEBACK)
|
|
VectorMA(v2, -4, s->plane->normal, pos);
|
|
else
|
|
VectorMA(v2, 4, s->plane->normal, pos);
|
|
|
|
VectorMA(pos, -4, dir, v);
|
|
if (s->flags & SURF_PLANEBACK)
|
|
VectorMA(v, 4, s->plane->normal, v);
|
|
else
|
|
VectorMA(v, -4, s->plane->normal, v);
|
|
qglVertex3fv(v);
|
|
qglVertex3fv(pos);
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
VectorMA(v, -8, s->plane->normal, v);
|
|
else
|
|
VectorMA(v, 8, s->plane->normal, v);
|
|
qglVertex3fv(v);
|
|
qglVertex3fv(pos);
|
|
|
|
//the line
|
|
qglVertex3fv(pos);
|
|
VectorMA(pos, -(len/2 - sl*4), dir, pos);
|
|
qglVertex3fv(pos);
|
|
|
|
}
|
|
}
|
|
qglEnd();
|
|
qglDisable(GL_POLYGON_OFFSET_LINE);
|
|
|
|
qglEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
// :)
|
|
void PPL_Schematics(void)
|
|
{
|
|
int tn;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
model_t *model;
|
|
|
|
qglColor3f(1,1,1);
|
|
|
|
qglDepthMask(0); //don't bother writing depth
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglShadeModel(GL_FLAT);
|
|
|
|
qglEnable(GL_BLEND);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
model = cl.worldmodel;
|
|
for (tn=0 ; tn<model->numtextures ; tn++)
|
|
{
|
|
t = model->textures[tn];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
PPL_SchematicsTextureChain(s);
|
|
|
|
t->texturechain=NULL;
|
|
}
|
|
|
|
GL_TexEnv(GL_REPLACE);
|
|
qglDepthMask(1);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef PPL
|
|
|
|
|
|
|
|
|
|
|
|
qboolean PPL_VisOverlaps(qbyte *v1, qbyte *v2)
|
|
{
|
|
int i, m;
|
|
m = (cl.worldmodel->numleafs-1)>>3;
|
|
for (i=0 ; i<m ; i++)
|
|
{
|
|
if (v1[i] & v2[i])
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
qboolean PPL_LeafInView(qbyte *lightvis)
|
|
{
|
|
int i;
|
|
int m = (cl.worldmodel->numleafs+7)/8;
|
|
mleaf_t *wl = cl.worldmodel->leafs;
|
|
unsigned char lv;
|
|
for (i = 0; i < m; i++)
|
|
{
|
|
lv = lightvis[i];
|
|
if (lv&1 && wl[(i<<3)+0].visframe == r_visframecount) return true;
|
|
if (lv&2 && wl[(i<<3)+1].visframe == r_visframecount) return true;
|
|
if (lv&4 && wl[(i<<3)+2].visframe == r_visframecount) return true;
|
|
if (lv&8 && wl[(i<<3)+3].visframe == r_visframecount) return true;
|
|
if (lv&16 && wl[(i<<3)+4].visframe == r_visframecount) return true;
|
|
if (lv&32 && wl[(i<<3)+5].visframe == r_visframecount) return true;
|
|
if (lv&64 && wl[(i<<3)+6].visframe == r_visframecount) return true;
|
|
if (lv&128 && wl[(i<<3)+7].visframe == r_visframecount) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void PPL_RecursiveWorldNode_r (mnode_t *node)
|
|
{
|
|
int c, side;
|
|
mplane_t *plane;
|
|
msurface_t *surf, **mark;
|
|
mleaf_t *pleaf;
|
|
double dot;
|
|
int v;
|
|
|
|
float *v1;
|
|
vec3_t v3;
|
|
|
|
if (node->shadowframe != r_shadowframe)
|
|
return;
|
|
|
|
if (node->contents == Q1CONTENTS_SOLID)
|
|
return; // solid
|
|
|
|
|
|
//if light areabox is outside node, ignore node + children
|
|
for (c = 0; c < 3; c++)
|
|
{
|
|
if (lightorg[c] + lightradius < node->minmaxs[c])
|
|
return;
|
|
if (lightorg[c] - lightradius > node->minmaxs[3+c])
|
|
return;
|
|
}
|
|
|
|
// if a leaf node, draw stuff
|
|
if (node->contents < 0)
|
|
{
|
|
pleaf = (mleaf_t *)node;
|
|
PPL_Shadow_Cache_Leaf(pleaf);
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
if (c)
|
|
{
|
|
do
|
|
{
|
|
(*mark++)->shadowframe = r_shadowframe;
|
|
} 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
|
|
PPL_RecursiveWorldNode_r (node->children[side]);
|
|
|
|
// draw stuff
|
|
c = node->numsurfaces;
|
|
|
|
if (c)
|
|
{
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
{
|
|
for ( ; c ; c--, surf++)
|
|
{
|
|
if (surf->shadowframe != r_shadowframe)
|
|
continue;
|
|
|
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
// continue; // wrong side
|
|
|
|
// if (surf->flags & SURF_PLANEBACK)
|
|
// continue;
|
|
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
//is the light on the right side?
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (-DotProduct(surf->plane->normal, lightorg)+surf->plane->dist >= lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
|
|
continue;
|
|
}
|
|
|
|
/* if (fabs(surf->center[0] - lightorg[0]) > lightradius+surf->radius ||
|
|
fabs(surf->center[1] - lightorg[1]) > lightradius+surf->radius ||
|
|
fabs(surf->center[2] - lightorg[2]) > lightradius+surf->radius)
|
|
continue;
|
|
*/
|
|
|
|
PPL_Shadow_Cache_Surface(surf);
|
|
|
|
|
|
|
|
#define PROJECTION_DISTANCE (float)(lightradius*2)//0x7fffffff
|
|
|
|
//build a list of the edges that are to be drawn.
|
|
for (v = 0; v < surf->numedges; v++)
|
|
{
|
|
int e, delta;
|
|
shadowemittedeges++;
|
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
|
//negative edge means backwards edge.
|
|
if (e < 0)
|
|
{
|
|
e=-e;
|
|
delta = -1;
|
|
}
|
|
else
|
|
{
|
|
delta = 1;
|
|
}
|
|
|
|
if (!edge[e].count)
|
|
{
|
|
if (firstedge)
|
|
edge[firstedge].prev = e;
|
|
edge[e].next = firstedge;
|
|
edge[e].prev = 0;
|
|
firstedge = e;
|
|
edge[e].count = delta;
|
|
}
|
|
else
|
|
{
|
|
edge[e].count += delta;
|
|
|
|
if (!edge[e].count) //unlink
|
|
{
|
|
if (edge[e].next)
|
|
{
|
|
edge[edge[e].next].prev = edge[e].prev;
|
|
}
|
|
if (edge[e].prev)
|
|
edge[edge[e].prev].next = edge[e].next;
|
|
else
|
|
firstedge = edge[e].next;
|
|
}
|
|
}
|
|
}
|
|
|
|
shadowsurfcount++;
|
|
|
|
qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, surf->mesh->numindexes, GL_INDEX_TYPE, surf->mesh->indexes);
|
|
|
|
//fixme:this only works becuse q1bsps don't have combined meshes yet...
|
|
//back (depth precision doesn't matter)
|
|
qglBegin(GL_POLYGON);
|
|
for (v = surf->mesh->numvertexes-1; v >=0; v--)
|
|
{
|
|
v1 = surf->mesh->xyz_array[v];
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
qglVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
}
|
|
qglEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
// recurse down the back side
|
|
PPL_RecursiveWorldNode_r (node->children[!side]);
|
|
}
|
|
|
|
//2 changes, but otherwise the same
|
|
void PPL_RecursiveWorldNodeQ2_r (mnode_t *node)
|
|
{
|
|
int c, side;
|
|
mplane_t *plane;
|
|
msurface_t *surf, **mark;
|
|
mleaf_t *pleaf;
|
|
double dot;
|
|
int v;
|
|
|
|
float *v1;
|
|
vec3_t v3;
|
|
|
|
if (node->contents == Q2CONTENTS_SOLID)
|
|
return; // solid
|
|
|
|
if (node->shadowframe != r_shadowframe)
|
|
return;
|
|
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
|
// return;
|
|
|
|
// if a leaf node, draw stuff
|
|
if (node->contents != -1)
|
|
{
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
if (c)
|
|
{
|
|
do
|
|
{
|
|
(*mark++)->shadowframe = r_shadowframe;
|
|
} 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
|
|
PPL_RecursiveWorldNodeQ2_r (node->children[side]);
|
|
|
|
// draw stuff
|
|
c = node->numsurfaces;
|
|
|
|
if (c)
|
|
{
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
{
|
|
for ( ; c ; c--, surf++)
|
|
{
|
|
if (surf->shadowframe != r_shadowframe)
|
|
continue;
|
|
/*
|
|
if (surf->lightframe == r_shadowframe) //done this one!
|
|
continue;
|
|
surf->lightframe = r_shadowframe;
|
|
*/
|
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
// continue; // wrong side
|
|
|
|
// if (surf->flags & SURF_PLANEBACK)
|
|
// continue;
|
|
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= 0)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0)
|
|
continue;
|
|
}
|
|
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
//build a list of the edges that are to be drawn.
|
|
for (v = 0; v < surf->numedges; v++)
|
|
{
|
|
int e, delta;
|
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
|
//negative edge means backwards edge.
|
|
if (e < 0)
|
|
{
|
|
e=-e;
|
|
delta = -1;
|
|
}
|
|
else
|
|
{
|
|
delta = 1;
|
|
}
|
|
|
|
if (!edge[e].count)
|
|
{
|
|
if (firstedge)
|
|
edge[firstedge].prev = e;
|
|
edge[e].next = firstedge;
|
|
edge[e].prev = 0;
|
|
firstedge = e;
|
|
edge[e].count = delta;
|
|
}
|
|
else
|
|
{
|
|
edge[e].count += delta;
|
|
|
|
if (!edge[e].count) //unlink
|
|
{
|
|
if (edge[e].next)
|
|
{
|
|
edge[edge[e].next].prev = edge[e].prev;
|
|
}
|
|
if (edge[e].prev)
|
|
edge[edge[e].prev].next = edge[e].next;
|
|
else
|
|
firstedge = edge[e].next;
|
|
}
|
|
}
|
|
}
|
|
|
|
//front face
|
|
qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, surf->mesh->numindexes, GL_INDEX_TYPE, surf->mesh->indexes);
|
|
|
|
//fixme:this only works becuse q1bsps don't have combined meshes yet...
|
|
//back (depth precision doesn't matter)
|
|
qglBegin(GL_POLYGON);
|
|
for (v = surf->mesh->numvertexes-1; v >=0; v--)
|
|
{
|
|
v1 = surf->mesh->xyz_array[v];
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
qglVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
}
|
|
qglEnd();
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// recurse down the back side
|
|
PPL_RecursiveWorldNodeQ2_r (node->children[!side]);
|
|
}
|
|
|
|
void PPL_RecursiveWorldNodeQ3_r (mnode_t *node)
|
|
{
|
|
int c, side;
|
|
mplane_t *plane;
|
|
msurface_t *surf, **mark;
|
|
mleaf_t *pleaf;
|
|
double dot;
|
|
// glpoly_t *p;
|
|
// int v;
|
|
|
|
// float *v2;
|
|
// vec3_t v4;
|
|
|
|
// vec3_t v3;
|
|
|
|
if (node->contents == Q2CONTENTS_SOLID)
|
|
return; // solid
|
|
|
|
if (node->shadowframe != r_shadowframe)
|
|
return;
|
|
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
|
// return;
|
|
|
|
// if a leaf node, draw stuff
|
|
if (node->contents != -1)
|
|
{
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
if (c)
|
|
{
|
|
do
|
|
{
|
|
surf = *mark;
|
|
(*mark++)->shadowframe = r_shadowframe;
|
|
|
|
/* if (surf->shadowframe != r_shadowframe)
|
|
continue;
|
|
*/
|
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
// continue; // wrong side
|
|
|
|
// if (surf->flags & SURF_PLANEBACK)
|
|
// continue;
|
|
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= -lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
|
|
continue;
|
|
}
|
|
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
|
/*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}*/
|
|
|
|
|
|
Sys_Error("PPL_RecursiveWorldNodeQ3_r needs work");
|
|
/*
|
|
|
|
for (p = surf->polys; p; p=p->next)
|
|
{
|
|
//front face
|
|
qglVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*VERTEXSIZE, p->verts);
|
|
qglDrawElements(GL_TRIANGLES, (p->numverts-2)*3, GL_INDEX_TYPE, varray_i_polytotri);
|
|
//fixme...
|
|
for (v = 0; v < p->numverts; v++)
|
|
{
|
|
//border
|
|
v1 = p->verts[v];
|
|
v2 = p->verts[( v+1 )%p->numverts];
|
|
|
|
//get positions of v3 and v4 based on the light position
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
//Now draw the quad from the two verts to the projected light
|
|
//verts
|
|
qglBegin( GL_QUAD_STRIP );
|
|
qglVertex3f( v1[0], v1[1], v1[2] );
|
|
qglVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
qglVertex3f( v2[0], v2[1], v2[2] );
|
|
qglVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
|
qglEnd();
|
|
}
|
|
|
|
//back
|
|
qglBegin(GL_POLYGON);
|
|
for (v = p->numverts-1; v >=0; v--)
|
|
{
|
|
v1 = p->verts[v];
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
qglVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
}
|
|
qglEnd();
|
|
|
|
}
|
|
*/
|
|
} 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
|
|
PPL_RecursiveWorldNodeQ3_r (node->children[side]);
|
|
|
|
// draw stuff
|
|
/* c = node->numsurfaces;
|
|
|
|
if (c)
|
|
{
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
{
|
|
for ( ; c ; c--, surf++)
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
// recurse down the back side
|
|
PPL_RecursiveWorldNodeQ3_r (node->children[!side]);
|
|
}
|
|
|
|
void PPL_RecursiveWorldNode (dlight_t *dl)
|
|
{
|
|
float *v1, *v2;
|
|
vec3_t v3, v4;
|
|
|
|
lightradius = dl->radius;
|
|
|
|
lightorg[0] = dl->origin[0]+0.5;
|
|
lightorg[1] = dl->origin[1]+0.5;
|
|
lightorg[2] = dl->origin[2]+0.5;
|
|
|
|
modelorg[0] = lightorg[0];
|
|
modelorg[1] = lightorg[1];
|
|
modelorg[2] = lightorg[2];
|
|
|
|
if (dl->worldshadowmesh)
|
|
{
|
|
qglEnableClientState(GL_VERTEX_ARRAY);
|
|
qglVertexPointer(3, GL_FLOAT, 0, dl->worldshadowmesh->verts);
|
|
qglDrawRangeElements(GL_TRIANGLES, 0, dl->worldshadowmesh->numverts, dl->worldshadowmesh->numindicies, GL_INDEX_TYPE, dl->worldshadowmesh->indicies);
|
|
return;
|
|
}
|
|
|
|
PPL_BeginShadowMesh(dl);
|
|
|
|
|
|
qglEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
if (cl.worldmodel->fromgame == fg_quake3)
|
|
PPL_RecursiveWorldNodeQ3_r(cl.worldmodel->nodes);
|
|
else if (cl.worldmodel->fromgame == fg_quake2)
|
|
PPL_RecursiveWorldNodeQ2_r(cl.worldmodel->nodes);
|
|
else
|
|
PPL_RecursiveWorldNode_r(cl.worldmodel->nodes);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
|
|
qglVertexPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v[0].xyz);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
while(firstedge)
|
|
{
|
|
//border
|
|
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position;
|
|
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position;
|
|
|
|
//get positions of v3 and v4 based on the light position
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
if (varray_vc + 4>MAXARRAYVERTS)
|
|
{
|
|
qglDrawArrays(GL_QUADS, 0, varray_vc);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
varray_vc=0;
|
|
}
|
|
|
|
if (edge[firstedge].count > 0)
|
|
{
|
|
varray_v[varray_vc].xyz[0] = v1[0]+v3[0];
|
|
varray_v[varray_vc].xyz[1] = v1[1]+v3[1];
|
|
varray_v[varray_vc].xyz[2] = v1[2]+v3[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v2[0]+v4[0];
|
|
varray_v[varray_vc].xyz[1] = v2[1]+v4[1];
|
|
varray_v[varray_vc].xyz[2] = v2[2]+v4[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v2[0];
|
|
varray_v[varray_vc].xyz[1] = v2[1];
|
|
varray_v[varray_vc].xyz[2] = v2[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v1[0];
|
|
varray_v[varray_vc].xyz[1] = v1[1];
|
|
varray_v[varray_vc].xyz[2] = v1[2];
|
|
varray_vc++;
|
|
}
|
|
else
|
|
{
|
|
varray_v[varray_vc].xyz[0] = v1[0];
|
|
varray_v[varray_vc].xyz[1] = v1[1];
|
|
varray_v[varray_vc].xyz[2] = v1[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v2[0];
|
|
varray_v[varray_vc].xyz[1] = v2[1];
|
|
varray_v[varray_vc].xyz[2] = v2[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v2[0]+v4[0];
|
|
varray_v[varray_vc].xyz[1] = v2[1]+v4[1];
|
|
varray_v[varray_vc].xyz[2] = v2[2]+v4[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v1[0]+v3[0];
|
|
varray_v[varray_vc].xyz[1] = v1[1]+v3[1];
|
|
varray_v[varray_vc].xyz[2] = v1[2]+v3[2];
|
|
varray_vc++;
|
|
}
|
|
edge[firstedge].count=0;
|
|
|
|
firstedge = edge[firstedge].next;
|
|
|
|
shadowedgecount++;
|
|
}
|
|
qglDrawArrays(GL_QUADS, 0, varray_vc);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
|
|
varray_vc=0;
|
|
|
|
firstedge=0;
|
|
|
|
PPL_FinishShadowMesh(dl);
|
|
}
|
|
|
|
void PPL_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
|
|
{
|
|
int v;
|
|
float *v1, *v2;
|
|
vec3_t v3, v4;
|
|
|
|
int i;
|
|
model_t *model;
|
|
msurface_t *surf;
|
|
|
|
RotateLightVector(e->axis, e->origin, dl->origin, lightorg);
|
|
|
|
qglPushMatrix();
|
|
R_RotateForEntity(e);
|
|
model = e->model;
|
|
surf = model->surfaces+model->firstmodelsurface;
|
|
for (i = 0; i < model->nummodelsurfaces; i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
|
|
continue;
|
|
}
|
|
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
//front face
|
|
qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
|
|
qglDrawArrays(GL_POLYGON, 0, surf->mesh->numvertexes);
|
|
|
|
for (v = 0; v < surf->mesh->numvertexes; v++)
|
|
{
|
|
//border
|
|
v1 = surf->mesh->xyz_array[v];
|
|
v2 = surf->mesh->xyz_array[( v+1 )%surf->mesh->numvertexes];
|
|
|
|
//get positions of v3 and v4 based on the light position
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
//Now draw the quad from the two verts to the projected light
|
|
//verts
|
|
qglBegin( GL_QUAD_STRIP );
|
|
qglVertex3fv(v1);
|
|
qglVertex3f (v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
|
|
qglVertex3fv(v2);
|
|
qglVertex3f (v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2]);
|
|
qglEnd();
|
|
}
|
|
|
|
//back
|
|
//the same applies as earlier
|
|
qglBegin(GL_POLYGON);
|
|
for (v = surf->mesh->numvertexes-1; v >=0; v--)
|
|
{
|
|
v1 = surf->mesh->xyz_array[v];
|
|
v3[0] = (v1[0]-lightorg[0])*PROJECTION_DISTANCE;
|
|
v3[1] = (v1[1]-lightorg[1])*PROJECTION_DISTANCE;
|
|
v3[2] = (v1[2]-lightorg[2])*PROJECTION_DISTANCE;
|
|
|
|
qglVertex3f(v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
|
|
}
|
|
qglEnd();
|
|
}
|
|
qglPopMatrix();
|
|
}
|
|
|
|
void PPL_DrawShadowMeshes(dlight_t *dl)
|
|
{
|
|
int i;
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (r_inmirror)
|
|
{
|
|
if (currententity->flags & Q2RF_WEAPONMODEL)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (currententity->keynum == dl->key)
|
|
continue;
|
|
}
|
|
|
|
if (currententity->flags & Q2RF_BEAM)
|
|
{
|
|
R_DrawBeam(currententity);
|
|
continue;
|
|
}
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->engineflags & MDLF_ENGULPHS)
|
|
{
|
|
if (gl_part_flame.value)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
R_DrawGAliasShadowVolume (currententity, dl->origin, dl->radius);
|
|
break;
|
|
|
|
case mod_brush:
|
|
PPL_DrawBrushModelShadow (dl, currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PPL_UpdateNodeShadowFrames(qbyte *lvis)
|
|
{
|
|
int i;
|
|
mnode_t *node;
|
|
|
|
if (!lvis) //using a cached light, we don't need shadowframes
|
|
return;
|
|
|
|
|
|
|
|
#ifdef Q3BSPS
|
|
if (cl.worldmodel->fromgame == fg_quake3)
|
|
{
|
|
mleaf_t *leaf;
|
|
r_shadowframe++;
|
|
for (i=0, leaf=cl.worldmodel->leafs; i<cl.worldmodel->numleafs ; i++, leaf++)
|
|
{
|
|
node = (mnode_t *)leaf;
|
|
while (node)
|
|
{
|
|
if (node->shadowframe == r_shadowframe)
|
|
break;
|
|
node->shadowframe = r_shadowframe;
|
|
node = node->parent;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
#ifdef Q2BSPS
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
{
|
|
mleaf_t *leaf;
|
|
int cluster;
|
|
r_shadowframe++;
|
|
|
|
for (i=0, leaf=cl.worldmodel->leafs; i<cl.worldmodel->numleafs ; i++, leaf++)
|
|
{
|
|
cluster = leaf->cluster;
|
|
if (cluster == -1)
|
|
continue;
|
|
if (lvis[cluster>>3] & (1<<(cluster&7)))
|
|
{
|
|
node = (mnode_t *)leaf;
|
|
do
|
|
{
|
|
if (node->shadowframe == r_shadowframe)
|
|
break;
|
|
node->shadowframe = r_shadowframe;
|
|
node = node->parent;
|
|
} while (node);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (r_novis.value != 2)
|
|
{
|
|
r_shadowframe++;
|
|
|
|
//variation on mark leaves
|
|
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
|
|
{
|
|
if (lvis[i>>3] & (1<<(i&7)))// && vvis[i>>3] & (1<<(i&7)))
|
|
{
|
|
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
|
|
do
|
|
{
|
|
if (node->shadowframe == r_shadowframe)
|
|
break;
|
|
node->shadowframe = r_shadowframe;
|
|
node = node->parent;
|
|
} while (node);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 1 //DP's stolen code
|
|
static void GL_Scissor (int x, int y, int width, int height)
|
|
{
|
|
#if 0 //visible scissors
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glOrtho (0, glwidth, glheight, 0, -99999, 99999);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
// GL_Set2D();
|
|
|
|
glColor4f(1,1,1,1);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE );
|
|
glDisable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(x, y);
|
|
glVertex2f(x+glwidth, y);
|
|
glVertex2f(x+glwidth, y+glheight);
|
|
glVertex2f(x, y+glheight);
|
|
glEnd();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
#endif
|
|
qglScissor(x, glheight - (y + height),width,height);
|
|
}
|
|
|
|
#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
|
|
qboolean PPL_ScissorForBox(vec3_t mins, vec3_t maxs)
|
|
{
|
|
int i, ix1, iy1, ix2, iy2;
|
|
float x1, y1, x2, y2, x, y, f;
|
|
vec3_t smins, smaxs;
|
|
vec4_t v, v2;
|
|
int r_view_x = 0;
|
|
int r_view_y = 0;
|
|
int r_view_width = glwidth;
|
|
int r_view_height = glheight;
|
|
if (0)//!r_shadow_scissor.integer)
|
|
{
|
|
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
|
|
return false;
|
|
}
|
|
// if view is inside the box, just say yes it's visible
|
|
if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
|
|
{
|
|
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
|
|
return false;
|
|
}
|
|
for (i = 0;i < 3;i++)
|
|
{
|
|
if (vpn[i] >= 0)
|
|
{
|
|
v[i] = mins[i];
|
|
v2[i] = maxs[i];
|
|
}
|
|
else
|
|
{
|
|
v[i] = maxs[i];
|
|
v2[i] = mins[i];
|
|
}
|
|
}
|
|
f = DotProduct(vpn, r_refdef.vieworg) + 1;
|
|
if (DotProduct(vpn, v2) <= f)
|
|
{
|
|
// entirely behind nearclip plane
|
|
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
|
|
return true;
|
|
}
|
|
if (DotProduct(vpn, v) >= f)
|
|
{
|
|
// entirely infront of nearclip plane
|
|
x1 = y1 = x2 = y2 = 0;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v[0] = (i & 1) ? mins[0] : maxs[0];
|
|
v[1] = (i & 2) ? mins[1] : maxs[1];
|
|
v[2] = (i & 4) ? mins[2] : maxs[2];
|
|
v[3] = 1.0f;
|
|
Matrix4_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, (float)vid.width/vid.height, r_refdef.fov_y);
|
|
v2[0]*=r_view_width;
|
|
v2[1]*=r_view_height;
|
|
// GL_TransformToScreen(v, v2);
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
x = v2[0];
|
|
y = v2[1];
|
|
if (i)
|
|
{
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
else
|
|
{
|
|
x1 = x2 = x;
|
|
y1 = y2 = y;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// clipped by nearclip plane
|
|
// this is nasty and crude...
|
|
// create viewspace bbox
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
|
|
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
|
|
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
|
|
v2[0] = DotProduct(v, vright);
|
|
v2[1] = DotProduct(v, vup);
|
|
v2[2] = DotProduct(v, vpn);
|
|
if (i)
|
|
{
|
|
if (smins[0] > v2[0]) smins[0] = v2[0];
|
|
if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
|
|
if (smins[1] > v2[1]) smins[1] = v2[1];
|
|
if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
|
|
if (smins[2] > v2[2]) smins[2] = v2[2];
|
|
if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
|
|
}
|
|
else
|
|
{
|
|
smins[0] = smaxs[0] = v2[0];
|
|
smins[1] = smaxs[1] = v2[1];
|
|
smins[2] = smaxs[2] = v2[2];
|
|
}
|
|
}
|
|
// now we have a bbox in viewspace
|
|
// clip it to the view plane
|
|
if (smins[2] < 1)
|
|
smins[2] = 1;
|
|
// return true if that culled the box
|
|
if (smins[2] >= smaxs[2])
|
|
return true;
|
|
// ok some of it is infront of the view, transform each corner back to
|
|
// worldspace and then to screenspace and make screen rect
|
|
// initialize these variables just to avoid compiler warnings
|
|
x1 = y1 = x2 = y2 = 0;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v2[0] = (i & 1) ? smins[0] : smaxs[0];
|
|
v2[1] = (i & 2) ? smins[1] : smaxs[1];
|
|
v2[2] = (i & 4) ? smins[2] : smaxs[2];
|
|
v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0];
|
|
v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1];
|
|
v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2];
|
|
v[3] = 1.0f;
|
|
Matrix4_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, vid.width/vid.height, r_refdef.fov_y);
|
|
v2[0]*=r_view_width;
|
|
v2[1]*=r_view_height;
|
|
// GL_TransformToScreen(v, v2);
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
x = v2[0];
|
|
y = v2[1];
|
|
if (i)
|
|
{
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
else
|
|
{
|
|
x1 = x2 = x;
|
|
y1 = y2 = y;
|
|
}
|
|
}
|
|
#if 0
|
|
// this code doesn't handle boxes with any points behind view properly
|
|
x1 = 1000;x2 = -1000;
|
|
y1 = 1000;y2 = -1000;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v[0] = (i & 1) ? mins[0] : maxs[0];
|
|
v[1] = (i & 2) ? mins[1] : maxs[1];
|
|
v[2] = (i & 4) ? mins[2] : maxs[2];
|
|
v[3] = 1.0f;
|
|
GL_TransformToScreen(v, v2);
|
|
v2[0]*=r_view_width;
|
|
v2[1]*=r_view_height;
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
if (v2[2] > 0)
|
|
{
|
|
x = v2[0];
|
|
y = v2[1];
|
|
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
ix1 = x1 - 1.0f;
|
|
iy1 = y1 - 1.0f;
|
|
ix2 = x2 + 1.0f;
|
|
iy2 = y2 + 1.0f;
|
|
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
|
|
if (ix1 < r_view_x) ix1 = r_view_x;
|
|
if (iy1 < r_view_y) iy1 = r_view_y;
|
|
if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
|
|
if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
|
|
if (ix2 <= ix1 || iy2 <= iy1)
|
|
return true;
|
|
// set up the scissor rectangle
|
|
qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
|
|
//qglEnable(GL_SCISSOR_TEST);
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
//generates stencil shadows of the world geometry.
|
|
//redraws world geometry
|
|
qboolean PPL_AddLight(dlight_t *dl)
|
|
{
|
|
int i;
|
|
int sdecrw;
|
|
int sincrw;
|
|
int leaf;
|
|
qbyte *lvis;
|
|
qbyte *vvis;
|
|
vec3_t colour;
|
|
|
|
qbyte lvisb[MAX_MAP_LEAFS/8];
|
|
qbyte vvisb[MAX_MAP_LEAFS/8];
|
|
|
|
vec3_t mins;
|
|
vec3_t maxs;
|
|
|
|
mins[0] = dl->origin[0] - dl->radius;
|
|
mins[1] = dl->origin[1] - dl->radius;
|
|
mins[2] = dl->origin[2] - dl->radius;
|
|
|
|
maxs[0] = dl->origin[0] + dl->radius;
|
|
maxs[1] = dl->origin[1] + dl->radius;
|
|
maxs[2] = dl->origin[2] + dl->radius;
|
|
|
|
colour[0] = dl->color[0];
|
|
colour[1] = dl->color[1];
|
|
colour[2] = dl->color[2];
|
|
if (dl->style)
|
|
{
|
|
if (cl_lightstyle[dl->style-1].colour & 1)
|
|
colour[0] *= d_lightstylevalue[dl->style-1]/255.0f;
|
|
else
|
|
colour[0] = 0;
|
|
if (cl_lightstyle[dl->style-1].colour & 2)
|
|
colour[1] *= d_lightstylevalue[dl->style-1]/255.0f;
|
|
else
|
|
colour[1] = 0;
|
|
if (cl_lightstyle[dl->style-1].colour & 4)
|
|
colour[2] *= d_lightstylevalue[dl->style-1]/255.0f;
|
|
else
|
|
colour[2] = 0;
|
|
}
|
|
|
|
if (colour[0] < 0.1 && colour[1] < 0.1 && colour[2] < 0.1)
|
|
return false; //just switch these off.
|
|
|
|
if (PPL_ScissorForBox(mins, maxs))
|
|
return false; //was culled.
|
|
|
|
if (dl->worldshadowmesh)
|
|
{
|
|
if (!PPL_LeafInView(dl->worldshadowmesh->litleaves))
|
|
return false;
|
|
/*
|
|
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
|
|
i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
|
|
else
|
|
i = r_viewleaf - cl.worldmodel->leafs;
|
|
vvis = cl.worldmodel->funcs.LeafPVS(i, cl.worldmodel, vvisb);
|
|
|
|
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
|
|
// return;
|
|
if (!PPL_VisOverlaps(dl->worldshadowmesh->litleaves, vvis)) //The two viewing areas do not intersect.
|
|
return;
|
|
*/
|
|
lvis = NULL;
|
|
}
|
|
else
|
|
{
|
|
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
|
|
i = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, r_refdef.vieworg);
|
|
else
|
|
i = r_viewleaf - cl.worldmodel->leafs;
|
|
|
|
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb);
|
|
vvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, i, vvisb);
|
|
|
|
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
|
|
// return;
|
|
if (!PPL_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
|
return false;
|
|
}
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
qglEnable(GL_SCISSOR_TEST);
|
|
if (!((int)r_shadows.value & 4))
|
|
{
|
|
qglDisable(GL_BLEND);
|
|
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
qglDepthMask(0);
|
|
|
|
if (gldepthfunc==GL_LEQUAL)
|
|
qglDepthFunc(GL_LESS);
|
|
else
|
|
qglDepthFunc(GL_GREATER);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
qglEnable(GL_STENCIL_TEST);
|
|
|
|
sincrw = GL_INCR;
|
|
sdecrw = GL_DECR;
|
|
if (gl_config.ext_stencil_wrap)
|
|
{ //minamlise damage...
|
|
sincrw = GL_INCR_WRAP_EXT;
|
|
sdecrw = GL_DECR_WRAP_EXT;
|
|
}
|
|
//our stencil writes.
|
|
|
|
#ifdef _DEBUG
|
|
if (r_shadows.value == 666) //testing (visible shadow volumes)
|
|
{
|
|
PPL_UpdateNodeShadowFrames(lvis);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
|
qglColor3f(dl->color[0], dl->color[1], dl->color[2]);
|
|
qglDisable(GL_STENCIL_TEST);
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
PPL_RecursiveWorldNode(dl);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
PPL_DrawShadowMeshes(dl);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
else
|
|
#endif
|
|
|
|
if (qglStencilOpSeparateATI && !((int)r_shadows.value & 2))//GL_ATI_separate_stencil
|
|
{
|
|
qglClearStencil(0);
|
|
qglClear(GL_STENCIL_BUFFER_BIT);
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
|
|
|
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP);
|
|
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP);
|
|
|
|
PPL_UpdateNodeShadowFrames(lvis);
|
|
PPL_RecursiveWorldNode(dl);
|
|
PPL_DrawShadowMeshes(dl);
|
|
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
qglEnable(GL_CULL_FACE);
|
|
|
|
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
|
}
|
|
else if (qglActiveStencilFaceEXT && !((int)r_shadows.value & 2)) //NVidias variation on a theme. (GFFX class)
|
|
{
|
|
qglClearStencil(0);
|
|
qglClear(GL_STENCIL_BUFFER_BIT);
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
|
|
qglActiveStencilFaceEXT(GL_BACK);
|
|
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
|
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
|
|
|
qglActiveStencilFaceEXT(GL_FRONT);
|
|
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
|
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
|
|
|
PPL_UpdateNodeShadowFrames(lvis);
|
|
PPL_RecursiveWorldNode(dl);
|
|
PPL_DrawShadowMeshes(dl);
|
|
|
|
qglActiveStencilFaceEXT(GL_BACK);
|
|
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
qglActiveStencilFaceEXT(GL_FRONT);
|
|
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
|
|
qglEnable(GL_CULL_FACE);
|
|
|
|
qglActiveStencilFaceEXT(GL_BACK);
|
|
qglStencilFunc( GL_ALWAYS, 0, ~0 );
|
|
qglActiveStencilFaceEXT(GL_FRONT);
|
|
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
|
}
|
|
else //your graphics card sucks and lacks efficient stencil shadow techniques.
|
|
{ //centered around 0. Will only be increased then decreased less.
|
|
qglClearStencil(0);
|
|
qglClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
qglEnable(GL_CULL_FACE);
|
|
|
|
qglStencilFunc( GL_ALWAYS, 0, ~0 );
|
|
|
|
shadowsurfcount = 0;
|
|
qglCullFace(GL_BACK);
|
|
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
|
PPL_UpdateNodeShadowFrames(lvis);
|
|
PPL_RecursiveWorldNode(dl);
|
|
PPL_DrawShadowMeshes(dl);
|
|
|
|
shadowsurfcount=0;
|
|
qglCullFace(GL_FRONT);
|
|
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
|
PPL_UpdateNodeShadowFrames(lvis);
|
|
PPL_RecursiveWorldNode(dl);
|
|
PPL_DrawShadowMeshes(dl);
|
|
|
|
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
|
}
|
|
//end stencil writing.
|
|
|
|
qglEnable(GL_DEPTH_TEST);
|
|
qglDepthMask(0);
|
|
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
|
qglCullFace(GL_FRONT);
|
|
|
|
#if 0 //draw the stencil stuff to the red channel
|
|
/*
|
|
{
|
|
#pragma comment(lib, "opengl32.lib")
|
|
static char buffer[1024*1024*8];
|
|
glReadPixels(0, 0, vid.width, vid.height, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, buffer);
|
|
glDrawPixels(vid.width, vid.height, GL_GREEN, GL_UNSIGNED_BYTE, buffer);
|
|
}
|
|
*/
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPushMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
GL_Set2D();
|
|
|
|
{
|
|
extern cvar_t vid_conheight;
|
|
|
|
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
|
|
qglStencilFunc(GL_GREATER, 1, ~0);
|
|
Draw_ConsoleBackground(vid_conheight.value);
|
|
|
|
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
qglStencilFunc(GL_LESS, 1, ~0);
|
|
Draw_ConsoleBackground(vid_conheight.value);
|
|
|
|
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
|
|
qglStencilFunc(GL_NEVER, 1, ~0);
|
|
Draw_ConsoleBackground(vid_conheight.value);
|
|
}
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
#endif
|
|
|
|
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
|
}
|
|
qglColor3f(1,1,1);
|
|
|
|
qglEnable(GL_BLEND);
|
|
qglBlendFunc(GL_ONE, GL_ONE);
|
|
qglColor4f(dl->color[0], dl->color[1], dl->color[2], 1);
|
|
qglDepthFunc(GL_EQUAL);
|
|
|
|
lightorg[0] = dl->origin[0]+0.5;
|
|
lightorg[1] = dl->origin[1]+0.5;
|
|
lightorg[2] = dl->origin[2]+0.5;
|
|
|
|
PPL_DrawEntLighting(dl, colour);
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglDepthMask(1);
|
|
qglDepthFunc(gldepthfunc);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
|
|
qglDisable(GL_STENCIL_TEST);
|
|
qglStencilFunc( GL_ALWAYS, 0, ~0 );
|
|
|
|
qglDisable(GL_SCISSOR_TEST);
|
|
qglDisable(GL_BLEND);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|
|
void GL_CheckTMUIs0(void);
|
|
|
|
void PPL_DrawWorld (void)
|
|
{
|
|
RSpeedLocals();
|
|
#if 0
|
|
dlight_t *lc, *furthestprev;
|
|
float furthest;
|
|
#endif
|
|
#ifdef PPL
|
|
dlight_t *l;
|
|
int i;
|
|
int numlights;
|
|
|
|
vec3_t mins, maxs;
|
|
#endif
|
|
|
|
int maxshadowlights = gl_maxshadowlights.value;
|
|
|
|
if (!r_shadow_realtime_world.value)
|
|
r_lightmapintensity = 1;
|
|
else
|
|
r_lightmapintensity = r_shadow_realtime_world_lightmaps.value;
|
|
|
|
/*
|
|
if (!lightmap)
|
|
{
|
|
R_PreNewMap();
|
|
R_NewMap();
|
|
return; // :/
|
|
}
|
|
*/
|
|
|
|
if (maxshadowlights < 1)
|
|
maxshadowlights = 1;
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error before world\n");
|
|
//glColorMask(0,0,0,0);
|
|
|
|
RSpeedRemark();
|
|
TRACE(("dbg: calling PPL_BaseTextures\n"));
|
|
PPL_BaseTextures(cl.worldmodel);
|
|
RSpeedEnd(RSPEED_WORLD);
|
|
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error during base textures\n");
|
|
//glColorMask(1,1,1,1);
|
|
|
|
RSpeedRemark();
|
|
TRACE(("dbg: calling PPL_BaseEntTextures\n"));
|
|
PPL_BaseEntTextures();
|
|
RSpeedEnd(RSPEED_DRAWENTITIES);
|
|
|
|
// CL_NewDlightRGB(1, r_refdef.vieworg[0], r_refdef.vieworg[1]-16, r_refdef.vieworg[2]-24, 128, 1, 1, 1, 1);
|
|
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error on entities\n");
|
|
|
|
#ifdef PPL
|
|
numlights = 0;
|
|
RSpeedRemark();
|
|
if (r_shadows.value && qglStencilFunc && gl_canstencil)
|
|
{
|
|
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife || cl.worldmodel->fromgame == fg_quake2 /*|| cl.worldmodel->fromgame == fg_quake3*/)
|
|
{
|
|
// lc = NULL;
|
|
for (l = cl_dlights, i=0 ; i<dlights_running ; i++, l++)
|
|
{
|
|
if (!l->radius || l->noppl)
|
|
continue;
|
|
if (l->color[0]<0)
|
|
continue; //quick check for darklight
|
|
|
|
if (l->isstatic)
|
|
{
|
|
if (!r_shadow_realtime_world.value)
|
|
continue;
|
|
}
|
|
|
|
mins[0] = l->origin[0] - l->radius;
|
|
mins[1] = l->origin[1] - l->radius;
|
|
mins[2] = l->origin[2] - l->radius;
|
|
maxs[0] = l->origin[0] + l->radius;
|
|
maxs[1] = l->origin[1] + l->radius;
|
|
maxs[2] = l->origin[2] + l->radius;
|
|
if (R_CullBox(mins, maxs))
|
|
continue;
|
|
if (R_CullSphere(l->origin, l->radius))
|
|
continue;
|
|
|
|
#if 1
|
|
if (maxshadowlights-- <= 0)
|
|
continue;
|
|
#else
|
|
VectorSubtract(l->origin, r_refdef.vieworg, mins)
|
|
l->dist = Length(mins);
|
|
VectorNormalize(mins);
|
|
l->dist*=1-sqrt(DotProduct(vpn, mins)*DotProduct(vpn, mins));
|
|
|
|
l->next = lc;
|
|
lc = l;
|
|
maxshadowlights--;
|
|
}
|
|
while (maxshadowlights<0)//ooer... we exceeded our quota... strip the furthest ones out.
|
|
{
|
|
furthest = lc->dist;
|
|
furthestprev=NULL;
|
|
for (l = lc; l->next; l = l->next)
|
|
{
|
|
if (l->next->dist > furthest)
|
|
{
|
|
furthest = l->next->dist;
|
|
furthestprev = l;
|
|
}
|
|
}
|
|
if (furthestprev)
|
|
furthestprev->next = furthestprev->next->next;
|
|
else
|
|
lc = lc->next;
|
|
|
|
maxshadowlights++;
|
|
}
|
|
|
|
for (l = lc; l; l = l->next) //we now have our quotaed list
|
|
{
|
|
#endif
|
|
if(!l->isstatic)
|
|
{
|
|
l->color[0]*=10;
|
|
l->color[1]*=10;
|
|
l->color[2]*=10;
|
|
}
|
|
TRACE(("dbg: calling PPL_AddLight\n"));
|
|
if (PPL_AddLight(l))
|
|
numlights++;
|
|
if(!l->isstatic)
|
|
{
|
|
l->color[0]/=10;
|
|
l->color[1]/=10;
|
|
l->color[2]/=10;
|
|
}
|
|
}
|
|
qglEnable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
RSpeedEnd(RSPEED_STENCILSHADOWS);
|
|
#endif
|
|
// Con_Printf("%i lights\n", numlights);
|
|
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error on shadow lighting\n");
|
|
|
|
RSpeedRemark();
|
|
|
|
if (gl_schematics.value)
|
|
PPL_Schematics();
|
|
|
|
TRACE(("dbg: calling PPL_DrawEntFullBrights\n"));
|
|
PPL_DrawEntFullBrights();
|
|
|
|
RSpeedEnd(RSPEED_FULLBRIGHTS);
|
|
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error on fullbrights/details\n");
|
|
|
|
// Con_Printf("%i %i(%i) %i\n", shadowsurfcount, shadowedgecount, shadowemittedeges, shadowlightfaces);
|
|
|
|
RQuantAdd(RQUANT_SHADOWFACES, shadowsurfcount);
|
|
RQuantAdd(RQUANT_SHADOWEDGES, shadowedgecount);
|
|
RQuantAdd(RQUANT_LITFACES, shadowlightfaces);
|
|
|
|
shadowsurfcount = 0;
|
|
shadowedgecount = 0;
|
|
shadowlightfaces = 0;
|
|
shadowemittedeges = 0;
|
|
|
|
GL_CheckTMUIs0();
|
|
|
|
R_IBrokeTheArrays();
|
|
}
|
|
|
|
void PPL_CreateShaderObjects(void)
|
|
{
|
|
#ifdef PPL
|
|
PPL_CreateLightTexturesProgram();
|
|
#endif
|
|
PPL_LoadSpecularFragmentProgram();
|
|
}
|
|
|
|
void PPL_FlushShadowMesh(dlight_t *dl)
|
|
{
|
|
int tn;
|
|
shadowmesh_t *sm;
|
|
sm = dl->worldshadowmesh;
|
|
if (sm)
|
|
{
|
|
dl->worldshadowmesh = NULL;
|
|
for (tn = 0; tn < sm->numsurftextures; tn++)
|
|
if (sm->litsurfs[tn].count)
|
|
BZ_Free(sm->litsurfs);
|
|
BZ_Free(sm->indicies);
|
|
BZ_Free(sm->verts);
|
|
BZ_Free(sm);
|
|
}
|
|
}
|
|
|
|
//okay, so this is a bit of a hack...
|
|
qboolean buildingmesh;
|
|
void (APIENTRY *realBegin) (GLenum);
|
|
void (APIENTRY *realEnd) (void);
|
|
void (APIENTRY *realVertex3f) (GLfloat x, GLfloat y, GLfloat z);
|
|
void (APIENTRY *realVertex3fv) (const GLfloat *v);
|
|
void (APIENTRY *realVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
|
|
void (APIENTRY *realDrawArrays) (GLenum mode, GLint first, GLsizei count);
|
|
void (APIENTRY *realDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
|
|
|
|
#define inc 128
|
|
int sh_type;
|
|
int sh_index[64*64];
|
|
int sh_vertnum; //vertex number (set to 0 at SH_Begin)
|
|
int sh_maxverts;
|
|
int sh_numverts; //total emitted
|
|
int sh_maxindicies;
|
|
int sh_numindicies;
|
|
const float *sh_vertexpointer;
|
|
int sh_vpstride;
|
|
shadowmesh_t *sh_shmesh;
|
|
void APIENTRY SH_Begin (GLenum e)
|
|
{
|
|
sh_type = e;
|
|
}
|
|
void APIENTRY SH_End (void)
|
|
{
|
|
int i;
|
|
int v1, v2;
|
|
switch(sh_type)
|
|
{
|
|
case GL_POLYGON:
|
|
i = (sh_numindicies+(sh_vertnum-2)*3+inc+5)&~(inc-1); //and a bit of padding
|
|
if (sh_maxindicies != i)
|
|
{
|
|
sh_maxindicies = i;
|
|
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
|
|
}
|
|
//decompose the poly into a triangle fan.
|
|
v1 = sh_index[0];
|
|
v2 = sh_index[1];
|
|
for (i = 2; i < sh_vertnum; i++)
|
|
{
|
|
sh_shmesh->indicies[sh_numindicies++] = v1;
|
|
sh_shmesh->indicies[sh_numindicies++] = v2;
|
|
sh_shmesh->indicies[sh_numindicies++] = v2 = sh_index[i];
|
|
}
|
|
sh_vertnum = 0;
|
|
break;
|
|
case GL_TRIANGLES:
|
|
i = (sh_numindicies+(sh_vertnum)+inc+5)&~(inc-1); //and a bit of padding
|
|
if (sh_maxindicies != i)
|
|
{
|
|
sh_maxindicies = i;
|
|
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
|
|
}
|
|
//add the extra triangles
|
|
for (i = 0; i < sh_vertnum; i+=3)
|
|
{
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+0];
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+1];
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+2];
|
|
}
|
|
sh_vertnum = 0;
|
|
break;
|
|
case GL_QUADS:
|
|
i = (sh_numindicies+(sh_vertnum/4)*6+inc+5)&~(inc-1); //and a bit of padding
|
|
if (sh_maxindicies != i)
|
|
{
|
|
sh_maxindicies = i;
|
|
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
|
|
}
|
|
//add the extra triangles
|
|
for (i = 0; i < sh_vertnum; i+=4)
|
|
{
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+0];
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+1];
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+2];
|
|
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+0];
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+2];
|
|
sh_shmesh->indicies[sh_numindicies++] = sh_index[i+3];
|
|
}
|
|
sh_vertnum = 0;
|
|
break;
|
|
default:
|
|
if (sh_vertnum)
|
|
Sys_Error("SH_End: verticies were left");
|
|
}
|
|
}
|
|
void APIENTRY SH_Vertex3f (GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
int i;
|
|
if (sh_vertnum > sizeof(sh_index)/sizeof(sh_index[0]))
|
|
Sys_Error("SH_End: too many verticies");
|
|
|
|
//add the verts as we go
|
|
i = (sh_numverts+inc+5)&~(inc-1); //and a bit of padding
|
|
if (sh_maxverts != i)
|
|
{
|
|
sh_maxverts = i;
|
|
sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
|
|
}
|
|
|
|
sh_shmesh->verts[sh_numverts][0] = x;
|
|
sh_shmesh->verts[sh_numverts][1] = y;
|
|
sh_shmesh->verts[sh_numverts][2] = z;
|
|
|
|
sh_index[sh_vertnum] = sh_numverts;
|
|
sh_vertnum++;
|
|
sh_numverts++;
|
|
|
|
switch(sh_type)
|
|
{
|
|
case GL_POLYGON:
|
|
break;
|
|
case GL_TRIANGLES:
|
|
if (sh_vertnum == 3)
|
|
SH_End();
|
|
break;
|
|
case GL_QUADS:
|
|
if (sh_vertnum == 4)
|
|
SH_End();
|
|
break;
|
|
default:
|
|
Sys_Error("SH_Vertex3f: bad type");
|
|
}
|
|
}
|
|
void APIENTRY SH_Vertex3fv (const GLfloat *v)
|
|
{
|
|
SH_Vertex3f(v[0], v[1], v[2]);
|
|
}
|
|
void APIENTRY SH_VertexPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
|
|
{
|
|
sh_vertexpointer = pointer;
|
|
sh_vpstride = stride/4;
|
|
if (!sh_vpstride)
|
|
sh_vpstride = 3;
|
|
}
|
|
void APIENTRY SH_DrawArrays (GLenum mode, GLint first, GLsizei count)
|
|
{
|
|
int i;
|
|
SH_Begin(mode);
|
|
count+=first;
|
|
for (i = first; i < count; i++)
|
|
SH_Vertex3fv(sh_vertexpointer + i*sh_vpstride);
|
|
SH_End();
|
|
}
|
|
void APIENTRY SH_DrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
|
|
{
|
|
int i;
|
|
SH_Begin(mode);
|
|
for (i = 0; i < count; i++)
|
|
SH_Vertex3fv(sh_vertexpointer + (((int*)indices)[i])*sh_vpstride);
|
|
SH_End();
|
|
}
|
|
|
|
void PPL_Shadow_Cache_Surface(msurface_t *surf)
|
|
{
|
|
int i;
|
|
if (!buildingmesh)
|
|
return;
|
|
|
|
for (i = 0; i < cl.worldmodel->numtextures; i++)
|
|
if (surf->texinfo->texture == cl.worldmodel->textures[i])
|
|
break;
|
|
|
|
sh_shmesh->litsurfs[i].s = BZ_Realloc(sh_shmesh->litsurfs[i].s, sizeof(void*)*(sh_shmesh->litsurfs[i].count+1));
|
|
sh_shmesh->litsurfs[i].s[sh_shmesh->litsurfs[i].count] = surf;
|
|
sh_shmesh->litsurfs[i].count++;
|
|
}
|
|
|
|
void PPL_Shadow_Cache_Leaf(mleaf_t *leaf)
|
|
{
|
|
int i;
|
|
if (!buildingmesh)
|
|
return;
|
|
|
|
i = leaf - cl.worldmodel->leafs;
|
|
sh_shmesh->litleaves[i>>3] = 1<<(i&7);
|
|
}
|
|
|
|
void PPL_BeginShadowMesh(dlight_t *dl)
|
|
{
|
|
PPL_FlushShadowMesh(dl);
|
|
|
|
if (buildingmesh)
|
|
return;
|
|
if (!dl->isstatic)
|
|
return;
|
|
|
|
sh_maxverts = 0;
|
|
sh_numverts = 0;
|
|
sh_vertnum = 0;
|
|
sh_maxindicies = 0;
|
|
sh_numindicies = 0;
|
|
|
|
buildingmesh = true;
|
|
realBegin = qglBegin;
|
|
realEnd = qglEnd;
|
|
realVertex3f = qglVertex3f;
|
|
realVertex3fv = qglVertex3fv;
|
|
realVertexPointer = qglVertexPointer;
|
|
realDrawArrays = qglDrawArrays;
|
|
realDrawElements = qglDrawElements;
|
|
|
|
qglBegin = SH_Begin;
|
|
qglEnd = SH_End;
|
|
qglVertex3f = SH_Vertex3f;
|
|
qglVertex3fv = SH_Vertex3fv;
|
|
qglVertexPointer = SH_VertexPointer;
|
|
qglDrawArrays = SH_DrawArrays;
|
|
qglDrawElements = SH_DrawElements;
|
|
|
|
sh_shmesh = Z_Malloc(sizeof(*sh_shmesh) + (cl.worldmodel->numleafs+7)/8);
|
|
sh_shmesh->litsurfs = Z_Malloc(sizeof(shadowmeshsurfs_t)*cl.worldmodel->numtextures);
|
|
sh_shmesh->numsurftextures=cl.worldmodel->numtextures;
|
|
|
|
sh_shmesh->litleaves = (unsigned char*)(sh_shmesh+1);
|
|
}
|
|
void PPL_FinishShadowMesh(dlight_t *dl)
|
|
{
|
|
if (!buildingmesh)
|
|
return;
|
|
|
|
qglBegin = realBegin;
|
|
qglEnd = realEnd;
|
|
qglVertex3f = realVertex3f;
|
|
qglVertex3fv = realVertex3fv;
|
|
qglVertexPointer = realVertexPointer;
|
|
qglDrawArrays = realDrawArrays;
|
|
qglDrawElements = realDrawElements;
|
|
buildingmesh = false;
|
|
|
|
dl->worldshadowmesh = sh_shmesh;
|
|
sh_shmesh->numindicies = sh_numindicies;
|
|
sh_shmesh->numverts = sh_numverts;
|
|
|
|
sh_shmesh = NULL;
|
|
}
|
|
|
|
#endif //ifdef GLQUAKE
|
|
|
|
|
|
|
|
|
|
|