2000-05-10 20:33:16 +00:00
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/*
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2000-05-11 16:03:29 +00:00
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gl_rsurf.c
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2000-05-10 20:33:16 +00:00
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2000-05-22 06:58:14 +00:00
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surface-related refresh code
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2000-05-10 20:33:16 +00:00
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2000-05-11 16:03:29 +00:00
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Copyright (C) 1996-1997 Id Software, Inc.
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2000-05-25 04:16:41 +00:00
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Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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2000-05-10 20:33:16 +00:00
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2000-05-11 16:03:29 +00:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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2000-05-10 20:33:16 +00:00
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2000-05-11 16:03:29 +00:00
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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2000-05-10 20:33:16 +00:00
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2000-05-11 16:03:29 +00:00
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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2000-05-10 20:33:16 +00:00
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*/
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2000-05-22 06:58:14 +00:00
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2000-05-17 10:03:19 +00:00
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#ifdef HAVE_CONFIG_H
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2000-05-23 17:05:34 +00:00
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# include "config.h"
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2000-05-17 10:03:19 +00:00
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#endif
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2000-05-23 17:05:34 +00:00
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2000-05-12 19:17:02 +00:00
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#include <stdio.h>
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2000-05-14 18:08:53 +00:00
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#include <string.h>
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#include <math.h>
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2000-05-12 19:17:02 +00:00
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#include "bothdefs.h" // needed by: common.h, net.h, client.h
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2000-05-21 08:24:45 +00:00
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#include "qargs.h"
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2000-05-12 19:17:02 +00:00
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#include "bspfile.h" // needed by: glquake.h
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#include "vid.h"
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#include "sys.h"
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#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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#include "render.h" // needed by: client.h, gl_model.h, glquake.h
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#include "client.h" // need cls in this file
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2000-05-13 20:47:01 +00:00
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#include "model.h" // needed by: glquake.h
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2000-05-12 19:17:02 +00:00
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#include "console.h"
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#include "glquake.h"
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extern double realtime;
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2000-05-10 11:29:38 +00:00
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int skytexturenum;
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2000-07-02 05:16:10 +00:00
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extern vec3_t shadecolor; // Ender (Extend) Colormod
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int lightmap_bytes; // 1 or 3
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2000-05-10 11:29:38 +00:00
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int lightmap_textures;
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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
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unsigned blocklights[18*18*3];
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2000-05-25 04:16:41 +00:00
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cvar_t *gl_colorlights;
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2000-05-10 11:29:38 +00:00
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#define BLOCK_WIDTH 128
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#define BLOCK_HEIGHT 128
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2000-07-02 05:16:10 +00:00
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// LordHavoc: since lightmaps are now allocated only as needed, allow a ridiculous number :)
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#define MAX_LIGHTMAPS 1024
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2000-05-10 11:29:38 +00:00
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int active_lightmaps;
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typedef struct glRect_s {
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unsigned char l,t,w,h;
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} glRect_t;
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glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
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qboolean lightmap_modified[MAX_LIGHTMAPS];
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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
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// main memory so texsubimage can update properly
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2000-07-02 05:16:10 +00:00
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// LordHavoc: changed to be allocated at runtime (typically lower memory usage)
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byte *lightmaps[MAX_LIGHTMAPS];
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2000-05-10 11:29:38 +00:00
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msurface_t *waterchain = NULL;
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2000-07-02 05:16:10 +00:00
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extern qboolean lighthalf;
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// LordHavoc: place for gl_rsurf setup code
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void glrsurf_init()
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{
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memset(&lightmaps, 0, sizeof(lightmaps));
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}
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void recursivelightupdate(mnode_t *node)
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{
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int c;
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msurface_t *surf;
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if (node->children[0]->contents >= 0)
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recursivelightupdate(node->children[0]);
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if (node->children[1]->contents >= 0)
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recursivelightupdate(node->children[1]);
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2000-07-02 06:00:15 +00:00
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if ((c = node->numsurfaces))
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2000-07-02 05:16:10 +00:00
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for (surf = cl.worldmodel->surfaces + node->firstsurface; c ; c--, surf++)
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surf->cached_dlight = true;
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}
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// LordHavoc: function to force all lightmaps to be updated
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void R_ForceLightUpdate()
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{
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if (cl.worldmodel && cl.worldmodel->nodes && cl.worldmodel->nodes->contents >= 0)
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recursivelightupdate(cl.worldmodel->nodes);
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}
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2000-05-10 11:29:38 +00:00
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/*
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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
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R_AddDynamicLights
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2000-07-04 09:29:56 +00:00
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LordHavoc: completely rewrote this, relies on 64bit integer math...
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2000-05-10 11:29:38 +00:00
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*/
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2000-07-02 13:47:00 +00:00
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int dlightdivtable[8192];
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int dlightdivtableinitialized = 0;
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/*
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===============
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R_AddDynamicLights
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===============
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*/
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void R_AddDynamicLights (msurface_t *surf)
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2000-05-10 11:29:38 +00:00
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{
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2000-07-02 13:47:00 +00:00
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int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j;
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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
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unsigned *bl;
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2000-07-02 13:47:00 +00:00
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float dist, f;
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vec3_t impact, local;
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// use 64bit integer... shame it's not very standardized...
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2000-07-05 14:31:12 +00:00
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#if _MSC_VER || __BORLANDC__
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2000-07-02 13:47:00 +00:00
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__int64 k;
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#else
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long long k;
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#endif
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if (!dlightdivtableinitialized)
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{
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dlightdivtable[0] = 1048576 >> 7;
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for (s = 1;s < 8192;s++)
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dlightdivtable[s] = 1048576 / (s << 7);
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dlightdivtableinitialized = 1;
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}
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2000-05-10 11:29:38 +00:00
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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if ( !(surf->dlightbits & (1<<lnum) ) )
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continue; // not lit by this light
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2000-06-26 07:47:43 +00:00
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VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local);
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dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
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2000-05-10 11:29:38 +00:00
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for (i=0 ; i<3 ; i++)
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2000-06-26 07:42:29 +00:00
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impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist;
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2000-05-10 11:29:38 +00:00
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2000-07-02 13:47:00 +00:00
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f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
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i = f;
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// reduce calculations
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t = dist*dist;
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for (s = 0;s < smax;s++, i -= 16)
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sdtable[s] = i*i + t;
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f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
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i = f;
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maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light
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// clamp radius to avoid exceeding 8192 entry division table
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if (maxdist > 1048576)
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maxdist = 1048576;
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maxdist3 = maxdist - (int) (dist*dist);
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// convert to 8.8 blocklights format
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// if (!cl_dlights[lnum].dark)
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// {
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f = cl_dlights[lnum].color[0] * maxdist;red = f;
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f = cl_dlights[lnum].color[1] * maxdist;green = f;
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f = cl_dlights[lnum].color[2] * maxdist;blue = f;
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/*
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}
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else // negate for darklight
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{
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f = cl_dlights[lnum].color[0] * -maxdist;red = f;
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f = cl_dlights[lnum].color[1] * -maxdist;green = f;
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f = cl_dlights[lnum].color[2] * -maxdist;blue = f;
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}
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*/
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2000-06-26 07:42:29 +00:00
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bl = blocklights;
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2000-07-02 13:47:00 +00:00
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for (t = 0;t < tmax;t++,i -= 16)
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2000-06-26 07:42:29 +00:00
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{
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2000-07-02 13:47:00 +00:00
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td = i*i;
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if (td < maxdist3) // make sure some part of it is visible on this line
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2000-05-10 11:29:38 +00:00
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{
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2000-07-02 13:47:00 +00:00
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maxdist2 = maxdist - td;
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for (s = 0;s < smax;s++)
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2000-05-25 04:16:41 +00:00
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{
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2000-07-02 13:47:00 +00:00
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if (sdtable[s] < maxdist2)
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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
|
|
|
{
|
2000-07-02 13:47:00 +00:00
|
|
|
j = dlightdivtable[(sdtable[s]+td) >> 7];
|
|
|
|
k = (red * j) >> 7;bl[0] += k;
|
|
|
|
k = (green * j) >> 7;bl[1] += k;
|
|
|
|
k = (blue * j) >> 7;bl[2] += k;
|
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
|
|
|
}
|
2000-07-02 13:47:00 +00:00
|
|
|
bl += 3;
|
2000-06-26 07:42:29 +00:00
|
|
|
}
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
2000-06-26 07:42:29 +00:00
|
|
|
else
|
|
|
|
bl+=smax*3; // skip line
|
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
|
|
|
R_BuildLightMap
|
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
|
|
|
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)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
int smax, tmax;
|
|
|
|
int t;
|
|
|
|
int i, j, size;
|
|
|
|
byte *lightmap;
|
|
|
|
unsigned scale;
|
|
|
|
int maps;
|
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
|
|
|
float t2;
|
|
|
|
unsigned *bl;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
surf->cached_dlight = (surf->dlightframe == r_framecount);
|
|
|
|
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
|
|
size = smax*tmax;
|
|
|
|
lightmap = surf->samples;
|
|
|
|
|
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 (/*r_fullbright->value ||*/ !cl.worldmodel->lightdata)
|
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
|
|
|
bl = blocklights;
|
2000-05-10 11:29:38 +00:00
|
|
|
for (i=0 ; i<size ; i++)
|
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++ = 255*256;
|
|
|
|
*bl++ = 255*256;
|
|
|
|
*bl++ = 255*256;
|
|
|
|
}
|
2000-05-10 11:29:38 +00:00
|
|
|
goto 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
|
|
|
// clear to no light
|
|
|
|
bl = blocklights;
|
2000-05-10 11:29:38 +00:00
|
|
|
for (i=0 ; i<size ; i++)
|
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++ = 0;
|
|
|
|
*bl++ = 0;
|
|
|
|
*bl++ = 0;
|
|
|
|
}
|
|
|
|
bl = blocklights;
|
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 lightmaps
|
2000-05-10 11:29:38 +00:00
|
|
|
if (lightmap)
|
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
|
|
|
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;
|
2000-05-10 11:29:38 +00:00
|
|
|
for (i=0 ; i<size ; i++)
|
2000-05-25 04:16:41 +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
|
|
|
*bl++ += *lightmap++ * scale;
|
|
|
|
*bl++ += *lightmap++ * scale;
|
|
|
|
*bl++ += *lightmap++ * scale;
|
2000-05-25 04:16:41 +00:00
|
|
|
}
|
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
|
2000-05-25 04:16:41 +00:00
|
|
|
if (gl_colorlights->value)
|
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
|
|
|
stride -= smax * 3;
|
|
|
|
bl = blocklights;
|
2000-07-02 05:16:10 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
2000-06-30 00:47:26 +00:00
|
|
|
}
|
|
|
|
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;
|
2000-07-02 05:16:10 +00:00
|
|
|
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)
|
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
int relative;
|
2000-05-10 11:29:38 +00:00
|
|
|
int count;
|
|
|
|
|
|
|
|
if (currententity->frame)
|
|
|
|
{
|
|
|
|
if (base->alternate_anims)
|
|
|
|
base = base->alternate_anims;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!base->anim_total)
|
|
|
|
return base;
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
relative = (int)(cl.time*10) % base->anim_total;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
count = 0;
|
2000-07-04 09:29:56 +00:00
|
|
|
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
|
|
|
|
|
2000-06-09 21:34:21 +00:00
|
|
|
lpMTexFUNC qglMTexCoord2f = NULL;
|
|
|
|
lpSelTexFUNC qglSelectTexture = NULL;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
void GL_UploadLightmap(int i, int x, int y, int w, int h)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-07-04 09:29:56 +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);
|
2000-07-04 00:52:00 +00:00
|
|
|
}
|
|
|
|
|
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
|
|
|
|
================
|
|
|
|
*/
|
2000-07-04 09:29:56 +00:00
|
|
|
void R_DrawMultitexturePoly (msurface_t *s)
|
2000-07-04 00:52:00 +00:00
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
int maps;
|
2000-07-04 00:52:00 +00:00
|
|
|
float *v;
|
|
|
|
int i;
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
c_brush_polys++;
|
2000-07-04 00:52:00 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
i = s->lightmaptexturenum;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-17 14:12:05 +00:00
|
|
|
glColor3f(1,1,1);
|
2000-07-04 09:29:56 +00:00
|
|
|
// Binds world to texture env 0
|
|
|
|
qglSelectTexture (gl_mtex_enum+0);
|
|
|
|
glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (s->texinfo->texture)->gl_texturenum);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
2000-07-17 14:12:05 +00:00
|
|
|
glEnable(GL_TEXTURE_2D);
|
2000-07-04 09:29:56 +00:00
|
|
|
// Binds lightmap to texenv 1
|
|
|
|
qglSelectTexture (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
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
// check for lightmap modification
|
|
|
|
if (r_dynamic->value)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
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
|
|
|
|
2000-07-04 09:29:56 +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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
glBegin(GL_POLYGON);
|
|
|
|
v = s->polys->verts[0];
|
|
|
|
for (i=0 ; i<s->polys->numverts ; i++, v+= VERTEXSIZE)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
qglMTexCoord2f (gl_mtex_enum + 0, v[3], v[4]);
|
|
|
|
qglMTexCoord2f (gl_mtex_enum + 1, v[5], v[6]);
|
2000-05-10 11:29:38 +00:00
|
|
|
glVertex3fv (v);
|
|
|
|
}
|
|
|
|
glEnd ();
|
2000-07-04 09:29:56 +00:00
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
qglSelectTexture (gl_mtex_enum+0);
|
2000-07-17 14:12:05 +00:00
|
|
|
glEnable(GL_TEXTURE_2D);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_BlendLightmaps
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_BlendLightmaps (void)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
glpoly_t *p;
|
|
|
|
float *v;
|
|
|
|
|
|
|
|
glDepthMask (0); // don't bother writing Z
|
|
|
|
|
2000-07-04 04:19:06 +00:00
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
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);
|
2000-07-04 04:19:06 +00:00
|
|
|
glEnable(GL_BLEND);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
|
|
|
|
{
|
|
|
|
p = lightmap_polys[i];
|
|
|
|
if (!p)
|
|
|
|
continue;
|
2000-06-17 10:39:28 +00:00
|
|
|
glBindTexture (GL_TEXTURE_2D, lightmap_textures+i);
|
2000-05-10 11:29:38 +00:00
|
|
|
if (lightmap_modified[i])
|
2000-07-04 09:29:56 +00:00
|
|
|
{
|
|
|
|
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)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-06-17 10:39:28 +00:00
|
|
|
glBegin (GL_POLYGON);
|
|
|
|
v = p->verts[0];
|
|
|
|
for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-06-17 10:39:28 +00:00
|
|
|
glTexCoord2fv (&v[5]);
|
|
|
|
glVertex3fv (v);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
2000-06-17 10:39:28 +00:00
|
|
|
glEnd ();
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-05-25 04:16:41 +00:00
|
|
|
// Return to normal blending --KB
|
|
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
glDepthMask (1); // back to normal Z buffering
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_RenderBrushPoly
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_RenderBrushPoly (msurface_t *fa)
|
|
|
|
{
|
|
|
|
byte *base;
|
|
|
|
int maps;
|
2000-07-04 09:29:56 +00:00
|
|
|
glRect_t *theRect;
|
|
|
|
int i;
|
|
|
|
float *v;
|
|
|
|
int smax, tmax;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
c_brush_polys++;
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (fa->texinfo->texture)->gl_texturenum);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
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
|
|
|
}
|
2000-07-04 09:29:56 +00:00
|
|
|
glEnd ();
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
// add the poly to the proper lightmap chain
|
|
|
|
|
|
|
|
fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
|
|
|
|
lightmap_polys[fa->lightmaptexturenum] = fa->polys;
|
|
|
|
|
|
|
|
// check for lightmap modification
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
|
|
|
|
maps++)
|
|
|
|
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:
|
2000-05-16 04:47:41 +00:00
|
|
|
if (r_dynamic->value)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
if ((theRect->w + theRect->l) < (fa->light_s + smax))
|
|
|
|
theRect->w = (fa->light_s-theRect->l)+smax;
|
|
|
|
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
|
|
|
|
theRect->h = (fa->light_t-theRect->t)+tmax;
|
2000-07-04 09:29:56 +00:00
|
|
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
void GL_WaterSurface(msurface_t *s)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
if (lighthalf)
|
|
|
|
glColor4f(0.5,0.5,0.5, r_wateralpha->value);
|
|
|
|
else
|
|
|
|
glColor4f(1,1,1, r_wateralpha->value);
|
|
|
|
if (r_wateralpha->value < 1.0)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
glDepthMask(0);
|
|
|
|
EmitWaterPolys (s);
|
|
|
|
glDepthMask(1);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
2000-07-04 09:29:56 +00:00
|
|
|
else
|
|
|
|
EmitWaterPolys (s);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_DrawWaterSurfaces
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_DrawWaterSurfaces (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
msurface_t *s;
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
if (!waterchain)
|
2000-05-10 11:29:38 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
// go back to the world matrix
|
|
|
|
|
2000-06-17 10:39:28 +00:00
|
|
|
glLoadMatrixf (r_world_matrix);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
2000-07-02 05:16:10 +00:00
|
|
|
if (lighthalf)
|
|
|
|
glColor4f(0.5,0.5,0.5, r_wateralpha->value);
|
|
|
|
else
|
|
|
|
glColor4f(1,1,1, r_wateralpha->value);
|
2000-06-30 00:47:26 +00:00
|
|
|
if (r_wateralpha->value < 1.0)
|
2000-07-04 09:29:56 +00:00
|
|
|
glDepthMask(0);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
i = -1;
|
|
|
|
for (s = waterchain;s;s = s->texturechain)
|
2000-06-30 00:47:26 +00:00
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
if (i != s->texinfo->texture->gl_texturenum)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
i = s->texinfo->texture->gl_texturenum;
|
|
|
|
glBindTexture (GL_TEXTURE_2D, i);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
2000-07-04 09:29:56 +00:00
|
|
|
EmitWaterPolys (s);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
2000-07-04 09:29:56 +00:00
|
|
|
|
|
|
|
waterchain = NULL;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-02 05:16:10 +00:00
|
|
|
glColor3f(1,1,1);
|
2000-07-04 09:29:56 +00:00
|
|
|
if (r_wateralpha->value < 1.0)
|
|
|
|
glDepthMask(1);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
DrawTextureChains
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void DrawTextureChains (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
msurface_t *s;
|
|
|
|
|
|
|
|
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
|
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
if (!cl.worldmodel->textures[i])
|
2000-05-10 11:29:38 +00:00
|
|
|
continue;
|
2000-07-04 09:29:56 +00:00
|
|
|
for (s = cl.worldmodel->textures[i]->texturechain;s;s = s->texturechain)
|
|
|
|
R_RenderBrushPoly (s);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
cl.worldmodel->textures[i]->texturechain = NULL;
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
R_DrawBrushModel
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void R_DrawBrushModel (entity_t *e)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int k;
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
msurface_t *psurf;
|
|
|
|
float dot;
|
|
|
|
mplane_t *pplane;
|
|
|
|
model_t *clmodel;
|
|
|
|
qboolean rotated;
|
|
|
|
|
|
|
|
currententity = e;
|
|
|
|
|
|
|
|
clmodel = e->model;
|
|
|
|
|
|
|
|
if (e->angles[0] || e->angles[1] || e->angles[2])
|
|
|
|
{
|
|
|
|
rotated = true;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
|
|
|
mins[i] = e->origin[i] - clmodel->radius;
|
|
|
|
maxs[i] = e->origin[i] + clmodel->radius;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
rotated = false;
|
|
|
|
VectorAdd (e->origin, clmodel->mins, mins);
|
|
|
|
VectorAdd (e->origin, clmodel->maxs, maxs);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (R_CullBox (mins, maxs))
|
|
|
|
return;
|
|
|
|
|
2000-06-30 00:47:26 +00:00
|
|
|
glColor3f (1, 1, 1);
|
2000-06-25 13:00:19 +00:00
|
|
|
|
2000-05-10 11:29:38 +00:00
|
|
|
memset (lightmap_polys, 0, sizeof(lightmap_polys));
|
|
|
|
|
|
|
|
VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
|
|
|
|
if (rotated)
|
|
|
|
{
|
|
|
|
vec3_t temp;
|
|
|
|
vec3_t forward, right, up;
|
|
|
|
|
|
|
|
VectorCopy (modelorg, temp);
|
|
|
|
AngleVectors (e->angles, forward, right, up);
|
|
|
|
modelorg[0] = DotProduct (temp, forward);
|
|
|
|
modelorg[1] = -DotProduct (temp, right);
|
|
|
|
modelorg[2] = DotProduct (temp, up);
|
|
|
|
}
|
|
|
|
|
|
|
|
psurf = &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
|
2000-05-16 04:47:41 +00:00
|
|
|
if (clmodel->firstmodelsurface != 0 && !gl_flashblend->value)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-06-30 22:26:11 +00:00
|
|
|
vec3_t lightorigin;
|
2000-05-10 11:29:38 +00:00
|
|
|
for (k=0 ; k<MAX_DLIGHTS ; k++)
|
|
|
|
{
|
|
|
|
if ((cl_dlights[k].die < cl.time) ||
|
|
|
|
(!cl_dlights[k].radius))
|
|
|
|
continue;
|
|
|
|
|
2000-06-30 22:26:11 +00:00
|
|
|
VectorSubtract(cl_dlights[k].origin, e->origin, lightorigin);
|
|
|
|
R_MarkLights (lightorigin, &cl_dlights[k], 1<<k,
|
2000-05-10 11:29:38 +00:00
|
|
|
clmodel->nodes + clmodel->hulls[0].firstclipnode);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
2000-05-10 11:29:38 +00:00
|
|
|
R_RotateForEntity (e);
|
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
|
|
|
e->angles[0] = -e->angles[0]; // stupid quake bug
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
// LordHavoc: anyone without multitexture won't want texsort 0 anyway...
|
|
|
|
if (!gl_mtexable)
|
|
|
|
gl_texsort->value = 1;
|
|
|
|
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
|
2000-05-10 11:29:38 +00:00
|
|
|
//
|
|
|
|
// draw texture
|
|
|
|
//
|
|
|
|
for (i=0 ; i<clmodel->nummodelsurfaces ; i++, psurf++)
|
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
if (psurf->flags & SURF_DRAWSKY)
|
|
|
|
return;
|
|
|
|
|
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
|
2000-05-10 11:29:38 +00:00
|
|
|
if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
|
|
|
|
(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
|
|
|
|
{
|
2000-07-04 09:29:56 +00:00
|
|
|
if (psurf->flags & SURF_DRAWTURB)
|
|
|
|
GL_WaterSurface(psurf);
|
|
|
|
else if (gl_texsort->value)
|
2000-05-10 11:29:38 +00:00
|
|
|
R_RenderBrushPoly (psurf);
|
|
|
|
else
|
2000-07-04 09:29:56 +00:00
|
|
|
R_DrawMultitexturePoly (psurf);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
if (gl_texsort->value)
|
|
|
|
R_BlendLightmaps ();
|
|
|
|
|
2000-07-04 06:59:34 +00:00
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable(GL_BLEND);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
glPopMatrix ();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============================================================
|
|
|
|
|
|
|
|
WORLD MODEL
|
|
|
|
|
|
|
|
=============================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_RecursiveWorldNode
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_RecursiveWorldNode (mnode_t *node)
|
|
|
|
{
|
|
|
|
int c, side;
|
2000-06-28 23:11:52 +00:00
|
|
|
mplane_t *plane;
|
2000-05-10 11:29:38 +00:00
|
|
|
msurface_t *surf, **mark;
|
|
|
|
mleaf_t *pleaf;
|
|
|
|
double dot;
|
|
|
|
|
2000-06-28 23:11:52 +00:00
|
|
|
if (node->contents == CONTENTS_SOLID)
|
|
|
|
return; // solid
|
|
|
|
|
|
|
|
if (node->visframe != r_visframecount)
|
|
|
|
return;
|
|
|
|
if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
|
|
|
return;
|
|
|
|
|
2000-06-26 19:56:09 +00:00
|
|
|
// if a leaf node, draw stuff
|
2000-05-10 11:29:38 +00:00
|
|
|
if (node->contents < 0)
|
|
|
|
{
|
|
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
|
2000-06-26 19:56:09 +00:00
|
|
|
if ((c = pleaf->nummarksurfaces))
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-06-26 19:56:09 +00:00
|
|
|
mark = pleaf->firstmarksurface;
|
2000-05-10 11:29:38 +00:00
|
|
|
do
|
|
|
|
{
|
|
|
|
(*mark)->visframe = r_framecount;
|
|
|
|
mark++;
|
|
|
|
} while (--c);
|
|
|
|
}
|
|
|
|
|
|
|
|
// deal with model fragments in this leaf
|
|
|
|
if (pleaf->efrags)
|
|
|
|
R_StoreEfrags (&pleaf->efrags);
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2000-06-26 19:56:09 +00:00
|
|
|
// node is just a decision point, so go down the apropriate sides
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-06-26 19:56:09 +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)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
case PLANE_X:
|
2000-06-28 23:11:52 +00:00
|
|
|
dot = modelorg[0] - plane->dist;
|
2000-05-10 11:29:38 +00:00
|
|
|
break;
|
|
|
|
case PLANE_Y:
|
2000-06-28 23:11:52 +00:00
|
|
|
dot = modelorg[1] - plane->dist;
|
2000-05-10 11:29:38 +00:00
|
|
|
break;
|
|
|
|
case PLANE_Z:
|
2000-06-28 23:11:52 +00:00
|
|
|
dot = modelorg[2] - plane->dist;
|
2000-05-10 11:29:38 +00:00
|
|
|
break;
|
|
|
|
default:
|
2000-06-28 23:11:52 +00:00
|
|
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
2000-05-10 11:29:38 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2000-06-17 10:39:28 +00:00
|
|
|
side = dot < 0;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-06-26 19:56:09 +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
|
|
|
|
2000-06-26 19:56:09 +00:00
|
|
|
// draw stuff
|
|
|
|
if ((c = node->numsurfaces))
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
|
2000-06-26 19:56:09 +00:00
|
|
|
if (dot < -BACKFACE_EPSILON)
|
2000-05-10 11:29:38 +00:00
|
|
|
side = SURF_PLANEBACK;
|
|
|
|
else if (dot > BACKFACE_EPSILON)
|
|
|
|
side = 0;
|
2000-06-26 19:56:09 +00:00
|
|
|
|
2000-06-17 10:39:28 +00:00
|
|
|
for ( ; c ; c--, surf++)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-06-17 10:39:28 +00:00
|
|
|
if (surf->visframe != r_framecount)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
|
|
continue; // wrong side
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
if (surf->flags & SURF_DRAWSKY)
|
|
|
|
continue;
|
2000-06-28 23:11:52 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
if (surf->flags & SURF_DRAWTURB)
|
|
|
|
{
|
2000-06-28 23:11:52 +00:00
|
|
|
surf->texturechain = waterchain;
|
|
|
|
waterchain = surf;
|
2000-07-04 09:29:56 +00:00
|
|
|
}
|
|
|
|
else if (gl_texsort->value)
|
|
|
|
{
|
|
|
|
surf->texturechain = surf->texinfo->texture->texturechain;
|
|
|
|
surf->texinfo->texture->texturechain = surf;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
R_DrawMultitexturePoly (surf);
|
2000-06-26 19:56:09 +00:00
|
|
|
}
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
2000-06-26 19:56:09 +00:00
|
|
|
// 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]);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
R_DrawWorld
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void R_DrawWorld (void)
|
|
|
|
{
|
|
|
|
entity_t ent;
|
|
|
|
|
|
|
|
memset (&ent, 0, sizeof(ent));
|
|
|
|
ent.model = cl.worldmodel;
|
|
|
|
|
|
|
|
VectorCopy (r_refdef.vieworg, modelorg);
|
|
|
|
|
|
|
|
currententity = &ent;
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
// LordHavoc: anyone without multitexture won't want texsort 0 anyway...
|
|
|
|
if (!gl_mtexable)
|
|
|
|
gl_texsort->value = 1;
|
|
|
|
|
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
|
|
|
glColor3f (1.0, 1.0, 1.0);
|
2000-05-10 11:29:38 +00:00
|
|
|
memset (lightmap_polys, 0, sizeof(lightmap_polys));
|
2000-05-18 04:34:26 +00:00
|
|
|
// Be sure to clear the skybox --KB
|
2000-06-17 10:39:28 +00:00
|
|
|
R_DrawSky ();
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-06 03:35:25 +00:00
|
|
|
glDisable(GL_BLEND);
|
2000-07-06 07:04:16 +00:00
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
2000-07-04 09:29:56 +00:00
|
|
|
|
2000-05-10 11:29:38 +00:00
|
|
|
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 ();
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
if (gl_texsort->value)
|
|
|
|
R_BlendLightmaps ();
|
|
|
|
|
2000-07-04 04:19:06 +00:00
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
2000-07-04 06:59:34 +00:00
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable(GL_BLEND);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_MarkLeaves
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_MarkLeaves (void)
|
|
|
|
{
|
|
|
|
byte *vis;
|
|
|
|
mnode_t *node;
|
|
|
|
int i;
|
|
|
|
byte solid[4096];
|
|
|
|
|
2000-05-16 04:47:41 +00:00
|
|
|
if (r_oldviewleaf == r_viewleaf && !r_novis->value)
|
2000-05-10 11:29:38 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
if (mirror)
|
|
|
|
return;
|
|
|
|
|
|
|
|
r_visframecount++;
|
|
|
|
r_oldviewleaf = r_viewleaf;
|
|
|
|
|
2000-05-16 04:47:41 +00:00
|
|
|
if (r_novis->value)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
vis = solid;
|
|
|
|
memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
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
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
int best, best2;
|
|
|
|
int texnum;
|
|
|
|
|
|
|
|
for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
|
|
|
|
{
|
|
|
|
best = BLOCK_HEIGHT;
|
|
|
|
|
|
|
|
for (i=0 ; i<BLOCK_WIDTH-w ; i++)
|
|
|
|
{
|
|
|
|
best2 = 0;
|
|
|
|
|
|
|
|
for (j=0 ; j<w ; j++)
|
|
|
|
{
|
|
|
|
if (allocated[texnum][i+j] >= best)
|
|
|
|
break;
|
|
|
|
if (allocated[texnum][i+j] > best2)
|
|
|
|
best2 = allocated[texnum][i+j];
|
|
|
|
}
|
|
|
|
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.
2000-06-03 19:56:09 +00:00
|
|
|
{
|
|
|
|
// this is a valid spot
|
2000-05-10 11:29:38 +00:00
|
|
|
*x = i;
|
|
|
|
*y = best = best2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (best + h > BLOCK_HEIGHT)
|
|
|
|
continue;
|
|
|
|
|
2000-07-02 05:16:10 +00:00
|
|
|
// LordHavoc: allocate lightmaps only as needed
|
|
|
|
if (!lightmaps[texnum])
|
|
|
|
lightmaps[texnum] = calloc(BLOCK_WIDTH * BLOCK_HEIGHT, 3);
|
|
|
|
|
2000-05-10 11:29:38 +00:00
|
|
|
for (i=0 ; i<w ; i++)
|
|
|
|
allocated[texnum][*x + i] = best + h;
|
|
|
|
|
|
|
|
return texnum;
|
|
|
|
}
|
|
|
|
|
|
|
|
Sys_Error ("AllocBlock: full");
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
mvertex_t *r_pcurrentvertbase;
|
|
|
|
model_t *currentmodel;
|
|
|
|
|
|
|
|
int nColinElim;
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
BuildSurfaceDisplayList
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void BuildSurfaceDisplayList (msurface_t *fa)
|
|
|
|
{
|
|
|
|
int i, lindex, lnumverts;
|
|
|
|
medge_t *pedges, *r_pedge;
|
|
|
|
int vertpage;
|
|
|
|
float *vec;
|
|
|
|
float s, t;
|
|
|
|
glpoly_t *poly;
|
|
|
|
|
|
|
|
// reconstruct the polygon
|
|
|
|
pedges = currentmodel->edges;
|
|
|
|
lnumverts = fa->numedges;
|
|
|
|
vertpage = 0;
|
|
|
|
|
|
|
|
//
|
|
|
|
// draw texture
|
|
|
|
//
|
|
|
|
poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
|
|
|
|
poly->next = fa->polys;
|
|
|
|
poly->flags = fa->flags;
|
|
|
|
fa->polys = poly;
|
|
|
|
poly->numverts = lnumverts;
|
|
|
|
|
|
|
|
for (i=0 ; i<lnumverts ; i++)
|
|
|
|
{
|
|
|
|
lindex = currentmodel->surfedges[fa->firstedge + i];
|
|
|
|
|
|
|
|
if (lindex > 0)
|
|
|
|
{
|
|
|
|
r_pedge = &pedges[lindex];
|
|
|
|
vec = r_pcurrentvertbase[r_pedge->v[0]].position;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r_pedge = &pedges[-lindex];
|
|
|
|
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
s += 8;
|
|
|
|
s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
|
|
|
|
|
|
|
|
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
|
|
|
|
t -= fa->texturemins[1];
|
|
|
|
t += fa->light_t*16;
|
|
|
|
t += 8;
|
|
|
|
t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
|
|
|
|
|
|
|
|
poly->verts[i][5] = s;
|
|
|
|
poly->verts[i][6] = t;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// remove co-linear points - Ed
|
|
|
|
//
|
2000-05-16 04:47:41 +00:00
|
|
|
if (!gl_keeptjunctions->value && !(fa->flags & SURF_UNDERWATER) )
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
for (i = 0 ; i < lnumverts ; ++i)
|
|
|
|
{
|
|
|
|
vec3_t v1, v2;
|
|
|
|
float *prev, *this, *next;
|
|
|
|
|
|
|
|
prev = poly->verts[(i + lnumverts - 1) % lnumverts];
|
|
|
|
this = poly->verts[i];
|
|
|
|
next = poly->verts[(i + 1) % lnumverts];
|
|
|
|
|
|
|
|
VectorSubtract( this, prev, v1 );
|
|
|
|
VectorNormalize( v1 );
|
|
|
|
VectorSubtract( next, prev, v2 );
|
|
|
|
VectorNormalize( v2 );
|
|
|
|
|
|
|
|
// skip co-linear points
|
2000-05-14 17:04:13 +00:00
|
|
|
# define COLINEAR_EPSILON 0.001
|
2000-05-10 11:29:38 +00:00
|
|
|
if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
|
|
|
|
(fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
|
|
|
|
(fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
|
|
|
|
{
|
|
|
|
int j;
|
|
|
|
for (j = i + 1; j < lnumverts; ++j)
|
|
|
|
{
|
|
|
|
int k;
|
|
|
|
for (k = 0; k < VERTEXSIZE; ++k)
|
|
|
|
poly->verts[j - 1][k] = poly->verts[j][k];
|
|
|
|
}
|
|
|
|
--lnumverts;
|
|
|
|
++nColinElim;
|
|
|
|
// retry next vertex next time, which is now current vertex
|
|
|
|
--i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
poly->numverts = lnumverts;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
========================
|
|
|
|
GL_CreateSurfaceLightmap
|
|
|
|
========================
|
|
|
|
*/
|
|
|
|
void GL_CreateSurfaceLightmap (msurface_t *surf)
|
|
|
|
{
|
|
|
|
int smax, tmax;
|
|
|
|
byte *base;
|
|
|
|
|
|
|
|
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
|
|
|
|
return;
|
|
|
|
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
|
|
|
|
|
|
surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
|
2000-07-04 09:29:56 +00:00
|
|
|
base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes;
|
|
|
|
R_BuildLightMap (surf, base, BLOCK_WIDTH*lightmap_bytes);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
GL_BuildLightmaps
|
|
|
|
|
|
|
|
Builds the lightmap texture
|
|
|
|
with all the surfaces from all brush models
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void GL_BuildLightmaps (void)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
model_t *m;
|
|
|
|
|
|
|
|
memset (allocated, 0, sizeof(allocated));
|
|
|
|
|
|
|
|
r_framecount = 1; // no dlightcache
|
|
|
|
|
|
|
|
if (!lightmap_textures)
|
|
|
|
{
|
|
|
|
lightmap_textures = texture_extension_number;
|
|
|
|
texture_extension_number += MAX_LIGHTMAPS;
|
|
|
|
}
|
|
|
|
|
2000-05-25 04:16:41 +00:00
|
|
|
gl_colorlights = Cvar_Get ("gl_colorlights", "1", CVAR_ROM,
|
2000-06-30 00:47:26 +00:00
|
|
|
"Whether to use RGB lightmaps or not");
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-05-25 04:16:41 +00:00
|
|
|
if (gl_colorlights->value)
|
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
|
|
|
gl_lightmap_format = GL_RGB;
|
|
|
|
lightmap_bytes = 3;
|
2000-06-30 00:47:26 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2000-05-25 04:16:41 +00:00
|
|
|
gl_lightmap_format = GL_LUMINANCE;
|
2000-05-10 11:29:38 +00:00
|
|
|
lightmap_bytes = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (j=1 ; j<MAX_MODELS ; j++)
|
|
|
|
{
|
|
|
|
m = cl.model_precache[j];
|
|
|
|
if (!m)
|
|
|
|
break;
|
|
|
|
if (m->name[0] == '*')
|
|
|
|
continue;
|
|
|
|
r_pcurrentvertbase = m->vertexes;
|
|
|
|
currentmodel = m;
|
|
|
|
for (i=0 ; i<m->numsurfaces ; i++)
|
|
|
|
{
|
|
|
|
if ( m->surfaces[i].flags & SURF_DRAWTURB )
|
|
|
|
continue;
|
|
|
|
if ( 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);
|
2000-05-10 11:29:38 +00:00
|
|
|
BuildSurfaceDisplayList (m->surfaces + i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
if (gl_mtexable && !gl_texsort->value)
|
|
|
|
qglSelectTexture (gl_mtex_enum+1);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
//
|
|
|
|
// upload all lightmaps that were filled
|
|
|
|
//
|
|
|
|
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
|
|
|
|
{
|
|
|
|
if (!allocated[i][0])
|
|
|
|
break; // no more used
|
|
|
|
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;
|
2000-06-17 10:39:28 +00:00
|
|
|
glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
|
2000-05-10 11:29:38 +00:00
|
|
|
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,
|
2000-07-02 06:40:46 +00:00
|
|
|
GL_UNSIGNED_BYTE, lightmaps[i]);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
2000-07-04 09:29:56 +00:00
|
|
|
if (gl_mtexable && !gl_texsort->value)
|
|
|
|
qglSelectTexture (gl_mtex_enum+0);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|