newtree/source/gl_rsurf.c

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/*
gl_rsurf.c
2000-05-22 06:58:14 +00:00
surface-related refresh code
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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#ifdef HAVE_CONFIG_H
# include "config.h"
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#endif
#include <stdio.h>
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#ifdef HAVE_STRING_H
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#include <string.h>
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#endif
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif
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#include <math.h>
#include "glquake.h"
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#include "sys.h"
qboolean r_cache_thrash;
extern double realtime;
int skytexturenum;
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extern vec3_t shadecolor; // Ender (Extend) Colormod
int lightmap_bytes; // 1 or 3
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int lightmap_textures;
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unsigned int blocklights[18 * 18 * 3];
cvar_t *gl_colorlights;
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#define BLOCK_WIDTH 128
#define BLOCK_HEIGHT 128
// LordHavoc: since lightmaps are now allocated only as needed, allow a ridiculous number :)
#define MAX_LIGHTMAPS 1024
int active_lightmaps;
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typedef struct glRect_s {
unsigned char l, t, w, h;
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} glRect_t;
glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
glpoly_t *fullbright_polys[MAX_GLTEXTURES];
qboolean lightmap_modified[MAX_LIGHTMAPS];
glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
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int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
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// the lightmap texture data needs to be kept in
// main memory so texsubimage can update properly
// LordHavoc: changed to be allocated at runtime (typically lower memory usage)
byte *lightmaps[MAX_LIGHTMAPS];
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msurface_t *waterchain = NULL;
msurface_t *sky_chain;
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extern qboolean lighthalf;
// LordHavoc: place for gl_rsurf setup code
void
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glrsurf_init (void)
{
memset (&lightmaps, 0, sizeof (lightmaps));
}
void
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R_RecursiveLightUpdate (mnode_t *node)
{
int c;
msurface_t *surf;
if (node->children[0]->contents >= 0)
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R_RecursiveLightUpdate (node->children[0]);
if (node->children[1]->contents >= 0)
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R_RecursiveLightUpdate (node->children[1]);
if ((c = node->numsurfaces))
for (surf = cl.worldmodel->surfaces + node->firstsurface; c;
c--, surf++) surf->cached_dlight = true;
}
// LordHavoc: function to force all lightmaps to be updated
void
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R_ForceLightUpdate (void)
{
if (cl.worldmodel && cl.worldmodel->nodes
&& cl.worldmodel->nodes->contents >= 0)
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R_RecursiveLightUpdate (cl.worldmodel->nodes);
}
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/*
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
R_AddDynamicLights
LordHavoc: completely rewrote this, relies on 64bit integer math...
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*/
int dlightdivtable[8192];
int dlightdivtableinitialized = 0;
/*
===============
R_AddDynamicLights
NOTE! LordHavoc was here, and it shows... (Mercury)
===============
*/
void
R_AddDynamicLights (msurface_t *surf)
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{
int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t,
smax, tmax, red, green, blue, j;
unsigned int *bl;
float dist, f;
vec3_t impact, local;
// use 64bit integer... shame it's not very standardized...
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#if _MSC_VER || __BORLANDC__
__int64 k;
#else
long long k;
#endif
if (!dlightdivtableinitialized) {
dlightdivtable[0] = 1048576 >> 7;
for (s = 1; s < 8192; s++)
dlightdivtable[s] = 1048576 / (s << 7);
dlightdivtableinitialized = 1;
}
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smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
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for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) {
if (!(surf->dlightbits & (1 << lnum)))
continue; // not lit by this light
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VectorSubtract (cl_dlights[lnum].origin, currententity->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
for (i = 0; i < 3; i++)
impact[i] =
cl_dlights[lnum].origin[i] - surf->plane->normal[i] * dist;
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i = f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
// reduce calculations
t = dist * dist;
for (s = 0; s < smax; s++, i -= 16)
sdtable[s] = i * i + t;
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i = f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
// for comparisons to minimum acceptable light
maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius) * 0.75);
// clamp radius to avoid exceeding 8192 entry division table
if (maxdist > 1048576)
maxdist = 1048576;
maxdist3 = maxdist - (int) (dist * dist);
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// convert to 8.8 blocklights format
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red = f = cl_dlights[lnum].color[0] * maxdist;
green = f = cl_dlights[lnum].color[1] * maxdist;
blue = f = cl_dlights[lnum].color[2] * maxdist;
bl = blocklights;
for (t = 0; t < tmax; t++, i -= 16) {
td = i * i;
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if (td < maxdist3) { // make sure some part of it is visible on this line
maxdist2 = maxdist - td;
for (s = 0; s < smax; s++) {
if (sdtable[s] < maxdist2) {
j = dlightdivtable[(sdtable[s] + td) >> 7];
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bl[0] += (k = (red * j) >> 7);
bl[1] += (k = (green * j) >> 7);
bl[2] += (k = (blue * j) >> 7);
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
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}
bl += 3;
}
} else
bl += smax * 3; // skip line
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}
}
}
/*
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
R_BuildLightMap
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This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
Combine and scale multiple lightmaps
After talking it over with LordHavoc, I've decided to switch to using
GL_RGB for colored lights and averaging them out for plain white
lighting if needed. Much cleaner that way. --KB
2000-05-10 11:29:38 +00:00
*/
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
void
R_BuildLightMap (msurface_t *surf, byte * dest, int stride)
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{
int smax, tmax;
int t;
int i, j, size;
byte *lightmap;
unsigned int scale;
int maps;
float t2;
unsigned int *bl;
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surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
size = smax * tmax;
2000-05-10 11:29:38 +00:00
lightmap = surf->samples;
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
// set to full bright if no light data
if (!cl.worldmodel->lightdata) {
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
bl = blocklights;
for (i = 0; i < size; i++) {
*bl++ = 255 << 8;
*bl++ = 255 << 8;
*bl++ = 255 << 8;
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
}
2000-05-10 11:29:38 +00:00
goto store;
}
// clear to no light
bl = blocklights;
for (i = 0; i < size; i++) {
*bl++ = 0;
*bl++ = 0;
*bl++ = 0;
}
bl = blocklights;
// add all the lightmaps
if (lightmap) {
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) {
2000-05-10 11:29:38 +00:00
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
bl = blocklights;
for (i = 0; i < size; i++) {
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
}
2000-05-10 11:29:38 +00:00
}
}
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
// add all the dynamic lights
2000-05-10 11:29:38 +00:00
if (surf->dlightframe == r_framecount)
R_AddDynamicLights (surf);
store:
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
// bound and shift
if (gl_colorlights->int_val) {
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
stride -= smax * 3;
bl = blocklights;
if (lighthalf) {
for (i = 0; i < tmax; i++, dest += stride) {
for (j = 0; j < smax; j++) {
t = (int) *bl++ >> 8;
*dest++ = bound (0, t, 255);
t = (int) *bl++ >> 8;
*dest++ = bound (0, t, 255);
t = (int) *bl++ >> 8;
*dest++ = bound (0, t, 255);
}
}
} else {
for (i = 0; i < tmax; i++, dest += stride) {
for (j = 0; j < smax; j++) {
t = (int) *bl++ >> 7;
*dest++ = bound (0, t, 255);
t = (int) *bl++ >> 7;
*dest++ = bound (0, t, 255);
t = (int) *bl++ >> 7;
*dest++ = bound (0, t, 255);
}
}
}
} else {
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
stride -= smax;
bl = blocklights;
if (lighthalf) {
for (i = 0; i < tmax; i++, dest += stride) {
for (j = 0; j < smax; j++) {
t = (int) *bl++ >> 8;
t2 = bound (0, t, 255);
t = (int) *bl++ >> 8;
t2 += bound (0, t, 255);
t = (int) *bl++ >> 8;
t2 += bound (0, t, 255);
t2 *= (1.0 / 3.0);
*dest++ = t2;
}
}
} else {
for (i = 0; i < tmax; i++, dest += stride) {
for (j = 0; j < smax; j++) {
t = (int) *bl++ >> 7;
t2 = bound (0, t, 255);
t = (int) *bl++ >> 7;
t2 += bound (0, t, 255);
t = (int) *bl++ >> 7;
t2 += bound (0, t, 255);
t2 *= (1.0 / 3.0);
*dest++ = t2;
}
}
}
2000-05-10 11:29:38 +00:00
}
}
/*
===============
R_TextureAnimation
Returns the proper texture for a given time and base texture
===============
*/
texture_t *
R_TextureAnimation (texture_t *base)
2000-05-10 11:29:38 +00:00
{
int relative;
int count;
2000-05-10 11:29:38 +00:00
if (currententity->frame) {
2000-05-10 11:29:38 +00:00
if (base->alternate_anims)
base = base->alternate_anims;
}
2000-05-10 11:29:38 +00:00
if (!base->anim_total)
return base;
relative = (int) (cl.time * 10) % base->anim_total;
2000-05-10 11:29:38 +00:00
count = 0;
while (base->anim_min > relative || base->anim_max <= relative) {
2000-05-10 11:29:38 +00:00
base = base->anim_next;
if (!base)
Sys_Error ("R_TextureAnimation: broken cycle");
if (++count > 100)
Sys_Error ("R_TextureAnimation: infinite cycle");
}
return base;
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
extern int solidskytexture;
extern int alphaskytexture;
extern float speedscale; // for top sky and bottom sky
2000-05-10 11:29:38 +00:00
QF_glActiveTextureARB qglActiveTexture = NULL;
QF_glMultiTexCoord2fARB qglMultiTexCoord2f = NULL;
2000-05-10 11:29:38 +00:00
void
GL_UploadLightmap (int i, int x, int y, int w, int h)
2000-05-10 11:29:38 +00:00
{
glTexSubImage2D (GL_TEXTURE_2D, 0, 0, y, BLOCK_WIDTH, h, gl_lightmap_format,
GL_UNSIGNED_BYTE,
lightmaps[i] + (y * BLOCK_WIDTH) * lightmap_bytes);
}
2000-05-10 11:29:38 +00:00
/*
================
R_DrawSequentialPoly
Systems that have fast state and texture changes can
just do everything as it passes with no need to sort
================
*/
void
R_DrawMultitexturePoly (msurface_t *s)
{
int maps;
float *v;
int i;
texture_t *texture = R_TextureAnimation (s->texinfo->texture);
c_brush_polys++;
i = s->lightmaptexturenum;
2000-05-10 11:29:38 +00:00
glColor3f (1, 1, 1);
// Binds world to texture env 0
qglActiveTexture (gl_mtex_enum + 0);
glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable (GL_TEXTURE_2D);
// Binds lightmap to texenv 1
qglActiveTexture (gl_mtex_enum + 1);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable (GL_TEXTURE_2D);
2000-05-10 11:29:38 +00:00
// check for lightmap modification
if (r_dynamic->int_val) {
for (maps = 0; maps < MAXLIGHTMAPS && s->styles[maps] != 255; maps++)
if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
goto dynamic;
2000-05-10 11:29:38 +00:00
if (s->dlightframe == r_framecount // dynamic this frame
|| s->cached_dlight) // dynamic previously
{
dynamic:
R_BuildLightMap (s,
lightmaps[s->lightmaptexturenum] +
(s->light_t * BLOCK_WIDTH +
s->light_s) * lightmap_bytes,
BLOCK_WIDTH * lightmap_bytes);
GL_UploadLightmap (i, s->light_s, s->light_t,
(s->extents[0] >> 4) + 1,
(s->extents[1] >> 4) + 1);
2000-05-10 11:29:38 +00:00
}
}
glBegin (GL_POLYGON);
v = s->polys->verts[0];
for (i = 0; i < s->polys->numverts; i++, v += VERTEXSIZE) {
qglMultiTexCoord2f (gl_mtex_enum + 0, v[3], v[4]);
qglMultiTexCoord2f (gl_mtex_enum + 1, v[5], v[6]);
2000-05-10 11:29:38 +00:00
glVertex3fv (v);
}
glEnd ();
glDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
glEnable (GL_TEXTURE_2D);
if (texture->gl_fb_texturenum > 0) {
s->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
fullbright_polys[texture->gl_fb_texturenum] = s->polys;
}
glColor3ubv (lighthalf_v);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2000-05-10 11:29:38 +00:00
}
/*
================
R_BlendLightmaps
================
*/
void
R_BlendLightmaps (void)
2000-05-10 11:29:38 +00:00
{
int i, j;
glpoly_t *p;
float *v;
2000-05-10 11:29:38 +00:00
glDepthMask (GL_FALSE); // don't bother writing Z
2000-05-10 11:29:38 +00:00
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
glBlendFunc (GL_ZERO, GL_SRC_COLOR);
glColor3f (1, 1, 1);
2000-05-10 11:29:38 +00:00
for (i = 0; i < MAX_LIGHTMAPS; i++) {
2000-05-10 11:29:38 +00:00
p = lightmap_polys[i];
if (!p)
continue;
glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
if (lightmap_modified[i]) {
GL_UploadLightmap (i, lightmap_rectchange[i].l,
lightmap_rectchange[i].t,
lightmap_rectchange[i].w,
lightmap_rectchange[i].h);
lightmap_modified[i] = false;
}
for (; p; p = p->chain) {
glBegin (GL_POLYGON);
v = p->verts[0];
for (j = 0; j < p->numverts; j++, v += VERTEXSIZE) {
glTexCoord2fv (&v[5]);
glVertex3fv (v);
2000-05-10 11:29:38 +00:00
}
glEnd ();
2000-05-10 11:29:38 +00:00
}
}
// Return to normal blending --KB
glColor3ubv (lighthalf_v);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2000-05-10 11:29:38 +00:00
glDepthMask (GL_TRUE); // back to normal Z buffering
2000-05-10 11:29:38 +00:00
}
/*
R_RenderFullbrights
*/
void
R_RenderFullbrights (void)
{
int i, j;
glpoly_t *p;
float *v;
glBlendFunc (GL_ONE, GL_ONE);
for (i = 1; i < MAX_GLTEXTURES; i++) {
if (!fullbright_polys[i])
continue;
glBindTexture (GL_TEXTURE_2D, i);
for (p = fullbright_polys[i]; p; p = p->fb_chain) {
glBegin (GL_POLYGON);
for (j = 0, v = p->verts[0]; j < p->numverts; j++, v += VERTEXSIZE) {
glTexCoord2fv (&v[3]);
glVertex3fv (v);
}
glEnd ();
}
}
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
2000-05-10 11:29:38 +00:00
/*
================
R_RenderBrushPoly
================
*/
void
R_RenderBrushPoly (msurface_t *fa)
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{
byte *base;
int maps;
glRect_t *theRect;
int i;
float *v;
int smax, tmax;
texture_t *texture = R_TextureAnimation (fa->texinfo->texture);
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c_brush_polys++;
glColor3f (1, 1, 1);
glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
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glBegin (GL_POLYGON);
v = fa->polys->verts[0];
for (i = 0; i < fa->polys->numverts; i++, v += VERTEXSIZE) {
glTexCoord2fv (&v[3]);
glVertex3fv (v);
2000-05-10 11:29:38 +00:00
}
glEnd ();
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// add the poly to the proper lightmap chain
fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
lightmap_polys[fa->lightmaptexturenum] = fa->polys;
if (texture->gl_fb_texturenum > 0) {
fa->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
fullbright_polys[texture->gl_fb_texturenum] = fa->polys;
}
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// check for lightmap modification
for (maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++)
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if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps])
goto dynamic;
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
dynamic:
if (r_dynamic->int_val) {
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lightmap_modified[fa->lightmaptexturenum] = true;
theRect = &lightmap_rectchange[fa->lightmaptexturenum];
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
smax = (fa->extents[0] >> 4) + 1;
tmax = (fa->extents[1] >> 4) + 1;
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if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s - theRect->l) + smax;
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if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t - theRect->t) + tmax;
base =
lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH +
fa->light_s) *
lightmap_bytes;
R_BuildLightMap (fa, base, BLOCK_WIDTH * lightmap_bytes);
2000-05-10 11:29:38 +00:00
}
}
glColor3ubv (lighthalf_v);
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}
void
GL_WaterSurface (msurface_t *s)
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{
int i;
i = s->texinfo->texture->gl_texturenum;
glBindTexture (GL_TEXTURE_2D, i);
if (r_wateralpha->value < 1.0) {
glDepthMask (GL_FALSE);
if (lighthalf) {
glColor4f (0.5, 0.5, 0.5, r_wateralpha->value);
} else {
glColor4f (1, 1, 1, r_wateralpha->value);
}
EmitWaterPolys (s);
glColor3ubv (lighthalf_v);
glDepthMask (GL_TRUE);
} else
EmitWaterPolys (s);
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}
/*
================
R_DrawWaterSurfaces
================
*/
void
R_DrawWaterSurfaces (void)
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{
int i;
msurface_t *s;
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if (!waterchain)
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return;
// go back to the world matrix
glLoadMatrixf (r_world_matrix);
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if (r_wateralpha->value < 1.0) {
glDepthMask (GL_FALSE);
if (lighthalf) {
glColor4f (0.5, 0.5, 0.5, r_wateralpha->value);
} else {
glColor4f (1, 1, 1, r_wateralpha->value);
}
}
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i = -1;
for (s = waterchain; s; s = s->texturechain) {
if (i != s->texinfo->texture->gl_texturenum) {
i = s->texinfo->texture->gl_texturenum;
glBindTexture (GL_TEXTURE_2D, i);
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}
EmitWaterPolys (s);
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}
waterchain = NULL;
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if (r_wateralpha->value < 1.0) {
glDepthMask (GL_TRUE);
glColor3ubv (lighthalf_v);
}
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}
/*
================
DrawTextureChains
================
*/
void
DrawTextureChains (void)
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{
int i;
msurface_t *s;
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glDisable (GL_BLEND);
for (i = 0; i < cl.worldmodel->numtextures; i++) {
if (!cl.worldmodel->textures[i])
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continue;
for (s = cl.worldmodel->textures[i]->texturechain; s;
s = s->texturechain) R_RenderBrushPoly (s);
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cl.worldmodel->textures[i]->texturechain = NULL;
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}
glEnable (GL_BLEND);
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}
/*
=================
R_DrawBrushModel
=================
*/
void
R_DrawBrushModel (entity_t *e)
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{
int i;
int k;
vec3_t mins, maxs;
msurface_t *psurf;
float dot;
mplane_t *pplane;
model_t *clmodel;
qboolean rotated;
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currententity = e;
clmodel = e->model;
if (e->angles[0] || e->angles[1] || e->angles[2]) {
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rotated = true;
for (i = 0; i < 3; i++) {
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mins[i] = e->origin[i] - clmodel->radius;
maxs[i] = e->origin[i] + clmodel->radius;
}
} else {
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rotated = false;
VectorAdd (e->origin, clmodel->mins, mins);
VectorAdd (e->origin, clmodel->maxs, maxs);
}
if (R_CullBox (mins, maxs))
return;
memset (lightmap_polys, 0, sizeof (lightmap_polys));
memset (fullbright_polys, 0, sizeof (fullbright_polys));
if (gl_sky_clip->int_val) {
sky_chain = 0;
}
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VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
if (rotated) {
vec3_t temp;
vec3_t forward, right, up;
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VectorCopy (modelorg, temp);
AngleVectors (e->angles, forward, right, up);
modelorg[0] = DotProduct (temp, forward);
modelorg[1] = -DotProduct (temp, right);
modelorg[2] = DotProduct (temp, up);
}
psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (clmodel->firstmodelsurface != 0 && !gl_flashblend->int_val) {
vec3_t lightorigin;
for (k = 0; k < MAX_DLIGHTS; k++) {
if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
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continue;
VectorSubtract (cl_dlights[k].origin, e->origin, lightorigin);
R_MarkLights (lightorigin, &cl_dlights[k], 1 << k,
clmodel->nodes + clmodel->hulls[0].firstclipnode);
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}
}
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
glPushMatrix ();
e->angles[0] = -e->angles[0]; // stupid quake bug
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R_RotateForEntity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
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// LordHavoc: anyone without multitexture won't want texsort 0 anyway...
if (!gl_mtex_capable)
Cvar_SetValue (gl_texsort, 1);
//
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// draw texture
//
for (i = 0; i < clmodel->nummodelsurfaces; i++, psurf++) {
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
// find which side of the node we are on
2000-05-10 11:29:38 +00:00
pplane = psurf->plane;
dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
// draw the polygon
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if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
if (psurf->flags & SURF_DRAWTURB) {
GL_WaterSurface (psurf);
} else if (psurf->flags & SURF_DRAWSKY) {
psurf->texturechain = sky_chain;
sky_chain = psurf;
return;
} else if (gl_texsort->int_val) {
2000-05-10 11:29:38 +00:00
R_RenderBrushPoly (psurf);
} else {
R_DrawMultitexturePoly (psurf);
}
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}
}
if (gl_texsort->int_val)
R_BlendLightmaps ();
if (gl_fb_bmodels->int_val)
R_RenderFullbrights ();
if (gl_sky_clip->int_val)
R_DrawSkyChain (sky_chain);
2000-05-10 11:29:38 +00:00
glPopMatrix ();
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
/*
================
R_RecursiveWorldNode
================
*/
void
R_RecursiveWorldNode (mnode_t *node)
2000-05-10 11:29:38 +00:00
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
2000-05-10 11:29:38 +00:00
2000-12-28 09:26:00 +00:00
if (node->contents == CONTENTS_SOLID) // solid
return;
2000-06-28 23:11:52 +00:00
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs + 3))
2000-06-28 23:11:52 +00:00
return;
// if a leaf node, draw stuff
if (node->contents < 0) {
pleaf = (mleaf_t *) node;
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if ((c = pleaf->nummarksurfaces)) {
mark = pleaf->firstmarksurface;
do {
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(*mark)->visframe = r_framecount;
mark++;
} while (--c);
}
// deal with model fragments in this leaf
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if (pleaf->efrags)
R_StoreEfrags (&pleaf->efrags);
return;
}
// node is just a decision point, so go down the apropriate sides
2000-05-10 11:29:38 +00:00
// find which side of the node we are on
2000-06-28 23:11:52 +00:00
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;
2000-05-10 11:29:38 +00:00
}
side = dot < 0;
2000-05-10 11:29:38 +00:00
// recurse down the children, front side first
// LordHavoc: save a stack frame by avoiding a call
if (node->children[side]->contents != CONTENTS_SOLID
&& node->children[side]->visframe == r_visframecount
&& !R_CullBox (node->children[side]->minmaxs,
node->children[side]->minmaxs + 3))
R_RecursiveWorldNode (node->children[side]);
2000-05-10 11:29:38 +00:00
// draw stuff
if ((c = node->numsurfaces)) {
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surf = cl.worldmodel->surfaces + node->firstsurface;
if (dot < -BACKFACE_EPSILON)
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side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
for (; c; c--, surf++) {
if (surf->visframe != r_framecount)
continue;
if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
continue; // wrong side
2000-06-28 23:11:52 +00:00
if (surf->flags & SURF_DRAWTURB) {
2000-06-28 23:11:52 +00:00
surf->texturechain = waterchain;
waterchain = surf;
} else if (surf->flags & SURF_DRAWSKY) {
surf->texturechain = sky_chain;
sky_chain = surf;
continue;
} else if (gl_texsort->int_val) {
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
} else {
R_DrawMultitexturePoly (surf);
}
}
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}
// recurse down the back side
// LordHavoc: save a stack frame by avoiding a call
side = !side;
if (node->children[side]->contents != CONTENTS_SOLID
&& node->children[side]->visframe == r_visframecount
&& !R_CullBox (node->children[side]->minmaxs,
node->children[side]->minmaxs + 3))
R_RecursiveWorldNode (node->children[side]);
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}
/*
=============
R_DrawWorld
=============
*/
void
R_DrawWorld (void)
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{
entity_t ent;
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memset (&ent, 0, sizeof (ent));
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ent.model = cl.worldmodel;
VectorCopy (r_refdef.vieworg, modelorg);
currententity = &ent;
// LordHavoc: anyone without multitexture won't want texsort 0 anyway...
if (!gl_mtex_capable)
Cvar_SetValue (gl_texsort, 1);
memset (lightmap_polys, 0, sizeof (lightmap_polys));
memset (fullbright_polys, 0, sizeof (fullbright_polys));
if (gl_sky_clip->int_val) {
sky_chain = 0;
} else {
// Be sure to clear the skybox --KB
R_DrawSky ();
}
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R_RecursiveWorldNode (cl.worldmodel->nodes);
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
DrawTextureChains ();
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if (gl_texsort->int_val)
R_BlendLightmaps ();
if (gl_fb_bmodels->int_val)
R_RenderFullbrights ();
if (gl_sky_clip->int_val)
R_DrawSkyChain (sky_chain);
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}
/*
===============
R_MarkLeaves
===============
*/
void
R_MarkLeaves (void)
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{
byte *vis;
mnode_t *node;
int i;
byte solid[4096];
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if (r_oldviewleaf == r_viewleaf && !r_novis->int_val)
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return;
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r_visframecount++;
r_oldviewleaf = r_viewleaf;
if (r_novis->int_val) {
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vis = solid;
memset (solid, 0xff, (cl.worldmodel->numleafs + 7) >> 3);
} else
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vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
for (i = 0; i < cl.worldmodel->numleafs; i++) {
if (vis[i >> 3] & (1 << (i & 7))) {
node = (mnode_t *) &cl.worldmodel->leafs[i + 1];
do {
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if (node->visframe == r_visframecount)
break;
node->visframe = r_visframecount;
node = node->parent;
} while (node);
}
}
}
/*
=============================================================================
LIGHTMAP ALLOCATION
=============================================================================
*/
// returns a texture number and the position inside it
int
AllocBlock (int w, int h, int *x, int *y)
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{
int i, j;
int best, best2;
int texnum;
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for (texnum = 0; texnum < MAX_LIGHTMAPS; texnum++) {
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best = BLOCK_HEIGHT;
for (i = 0; i < BLOCK_WIDTH - w; i++) {
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best2 = 0;
for (j = 0; j < w; j++) {
if (allocated[texnum][i + j] >= best)
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break;
if (allocated[texnum][i + j] > best2)
best2 = allocated[texnum][i + j];
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}
if (j == w) {
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
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// this is a valid spot
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*x = i;
*y = best = best2;
}
}
if (best + h > BLOCK_HEIGHT)
continue;
// LordHavoc: allocate lightmaps only as needed
if (!lightmaps[texnum])
lightmaps[texnum] = calloc (BLOCK_WIDTH * BLOCK_HEIGHT, 3);
for (i = 0; i < w; i++)
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allocated[texnum][*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
return 0;
}
mvertex_t *r_pcurrentvertbase;
model_t *currentmodel;
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int nColinElim;
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/*
================
BuildSurfaceDisplayList
================
*/
void
BuildSurfaceDisplayList (msurface_t *fa)
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{
int i, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
float s, t;
glpoly_t *poly;
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2000-12-28 09:26:00 +00:00
// reconstruct the polygon
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pedges = currentmodel->edges;
lnumverts = fa->numedges;
vertpage = 0;
// draw texture
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poly = Hunk_Alloc (sizeof (glpoly_t) + (lnumverts - 4) * VERTEXSIZE * sizeof (float));
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poly->next = fa->polys;
poly->flags = fa->flags;
fa->polys = poly;
poly->numverts = lnumverts;
for (i = 0; i < lnumverts; i++) {
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lindex = currentmodel->surfedges[fa->firstedge + i];
if (lindex > 0) {
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r_pedge = &pedges[lindex];
vec = r_pcurrentvertbase[r_pedge->v[0]].position;
} else {
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r_pedge = &pedges[-lindex];
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
s /= fa->texinfo->texture->width;
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
t /= fa->texinfo->texture->height;
VectorCopy (vec, poly->verts[i]);
poly->verts[i][3] = s;
poly->verts[i][4] = t;
// lightmap texture coordinates
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
s -= fa->texturemins[0];
s += fa->light_s * 16;
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s += 8;
s /= BLOCK_WIDTH * 16; // fa->texinfo->texture->width;
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t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
t -= fa->texturemins[1];
t += fa->light_t * 16;
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t += 8;
t /= BLOCK_HEIGHT * 16; // fa->texinfo->texture->height;
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poly->verts[i][5] = s;
poly->verts[i][6] = t;
}
// remove co-linear points - Ed
if (!gl_keeptjunctions->int_val && !(fa->flags & SURF_UNDERWATER)) {
for (i = 0; i < lnumverts; ++i) {
vec3_t v1, v2;
float *prev, *this, *next;
2000-05-10 11:29:38 +00:00
prev = poly->verts[(i + lnumverts - 1) % lnumverts];
this = poly->verts[i];
next = poly->verts[(i + 1) % lnumverts];
VectorSubtract (this, prev, v1);
VectorNormalize (v1);
VectorSubtract (next, prev, v2);
VectorNormalize (v2);
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// skip co-linear points
# define COLINEAR_EPSILON 0.001
if ((fabs (v1[0] - v2[0]) <= COLINEAR_EPSILON) &&
(fabs (v1[1] - v2[1]) <= COLINEAR_EPSILON) &&
(fabs (v1[2] - v2[2]) <= COLINEAR_EPSILON)) {
int j;
for (j = i + 1; j < lnumverts; ++j) {
int k;
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for (k = 0; k < VERTEXSIZE; ++k)
poly->verts[j - 1][k] = poly->verts[j][k];
}
--lnumverts;
++nColinElim;
// retry next vertex next time, which is now current vertex
--i;
}
}
}
poly->numverts = lnumverts;
}
/*
========================
GL_CreateSurfaceLightmap
========================
*/
void
GL_CreateSurfaceLightmap (msurface_t *surf)
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{
int smax, tmax;
byte *base;
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if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
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return;
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
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2000-12-28 09:26:00 +00:00
surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes;
R_BuildLightMap (surf, base, BLOCK_WIDTH * lightmap_bytes);
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}
/*
==================
GL_BuildLightmaps
Builds the lightmap texture
with all the surfaces from all brush models
==================
*/
void
GL_BuildLightmaps (void)
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{
int i, j;
model_t *m;
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memset (allocated, 0, sizeof (allocated));
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r_framecount = 1; // no dlightcache
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if (!lightmap_textures) {
2000-05-10 11:29:38 +00:00
lightmap_textures = texture_extension_number;
texture_extension_number += MAX_LIGHTMAPS;
}
if (gl_colorlights->int_val) {
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
gl_lightmap_format = GL_RGB;
lightmap_bytes = 3;
} else {
gl_lightmap_format = GL_LUMINANCE;
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lightmap_bytes = 1;
}
for (j = 1; j < MAX_MODELS; j++) {
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m = cl.model_precache[j];
if (!m)
break;
if (m->name[0] == '*')
continue;
r_pcurrentvertbase = m->vertexes;
currentmodel = m;
for (i = 0; i < m->numsurfaces; i++) {
if (m->surfaces[i].flags & SURF_DRAWTURB)
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continue;
if (gl_sky_divide->int_val && (m->surfaces[i].flags & SURF_DRAWSKY))
continue;
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
GL_CreateSurfaceLightmap (m->surfaces + i);
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BuildSurfaceDisplayList (m->surfaces + i);
}
}
if (gl_mtex_capable && !gl_texsort->int_val)
qglActiveTexture (gl_mtex_enum + 1);
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//
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// upload all lightmaps that were filled
//
for (i = 0; i < MAX_LIGHTMAPS; i++) {
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if (!allocated[i][0])
break; // no more used
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lightmap_modified[i] = false;
lightmap_rectchange[i].l = BLOCK_WIDTH;
lightmap_rectchange[i].t = BLOCK_HEIGHT;
lightmap_rectchange[i].w = 0;
lightmap_rectchange[i].h = 0;
glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes, BLOCK_WIDTH,
BLOCK_HEIGHT, 0, gl_lightmap_format,
GL_UNSIGNED_BYTE, lightmaps[i]);
2000-05-10 11:29:38 +00:00
}
if (gl_mtex_capable && !gl_texsort->int_val)
qglActiveTexture (gl_mtex_enum + 0);
2000-05-10 11:29:38 +00:00
}