gl bmodel fullbrights implemented. I hope. I'll find out for sure when I get

home.
This commit is contained in:
Bill Currie 2000-09-20 23:06:26 +00:00
parent 96aba78186
commit ddef594b2e
7 changed files with 74 additions and 8 deletions

View file

@ -36,9 +36,7 @@
#define WARP_WIDTH 320
#define WARP_HEIGHT 200
#ifndef MAX_LBM_HEIGHT // FIXME: get rid of this ifndef --KB
#define MAX_LBM_HEIGHT 480
#endif
typedef struct
{

View file

@ -118,9 +118,9 @@ extern PROC glVertexPointerEXT;
// normalizing factor so player model works out to about
// 1 pixel per triangle
#ifndef MAX_LBM_HEIGHT // FIXME: Make this ifndef go away.. --KB
#define MAX_LBM_HEIGHT 480
#endif
#define MAX_GLTEXTURES 2048
#define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf
@ -215,6 +215,7 @@ extern cvar_t *gl_flashblend;
extern cvar_t *gl_nocolors;
extern cvar_t *gl_particles;
extern cvar_t *gl_fb_models;
extern cvar_t *gl_fb_bmodels;
extern int gl_lightmap_format;
extern int gl_solid_format;

View file

@ -92,6 +92,7 @@ typedef struct texture_s
char name[16];
unsigned width, height;
int gl_texturenum;
int gl_fb_texturenum;
struct msurface_s *texturechain; // for gl_texsort drawing
int anim_total; // total tenths in sequence ( 0 = no)
int anim_min, anim_max; // time for this frame min <=time< max
@ -131,6 +132,7 @@ typedef struct glpoly_s
{
struct glpoly_s *next;
struct glpoly_s *chain;
struct glpoly_s *fb_chain;
int numverts;
int flags; // for SURF_UNDERWATER
float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)

View file

@ -123,7 +123,6 @@ typedef struct
int crc; // not really a standard CRC, but it works
} gltexture_t;
#define MAX_GLTEXTURES 1024
static gltexture_t gltextures[MAX_GLTEXTURES];
static int numgltextures = 0;

View file

@ -38,6 +38,8 @@
#include "quakefs.h"
#include "glquake.h"
int Mod_Fullbright(byte *skin, int width, int height, char *name);
extern model_t *loadmodel;
extern char loadname[];
@ -48,7 +50,11 @@ const int mod_lightmap_bytes=3;
void
Mod_ProcessTexture(miptex_t *mt, texture_t *tx)
{
char name[32];
texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
snprintf (name, sizeof(name), "fb_%s", mt->name);
tx->gl_fb_texturenum = Mod_Fullbright ((byte *)(tx+1), tx->width, tx->height, name);
tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false, 1);
texture_mode = GL_LINEAR;
}

View file

@ -270,6 +270,8 @@ void R_Init (void)
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE,
"Toggles fullbright color support for models.. "
"This is very handy, but costs me 2 FPS.. (=:]");
gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE,
"Toggles fullbright color support for bmodels");
gl_keeptjunctions = Cvar_Get("gl_keeptjunctions", "1", CVAR_NONE, "None");
gl_reporttjunctions = Cvar_Get("gl_reporttjunctions", "0", CVAR_NONE, "None");

View file

@ -79,6 +79,7 @@ typedef struct glRect_s {
} glRect_t;
glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
glpoly_t *fullbright_polys[MAX_GLTEXTURES];
qboolean lightmap_modified[MAX_LIGHTMAPS];
glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
@ -434,6 +435,7 @@ void R_DrawMultitexturePoly (msurface_t *s)
int maps;
float *v;
int i;
texture_t *texture = R_TextureAnimation (s->texinfo->texture);
c_brush_polys++;
@ -442,7 +444,7 @@ void R_DrawMultitexturePoly (msurface_t *s)
glColor3f(1,1,1);
// Binds world to texture env 0
qglSelectTexture (gl_mtex_enum+0);
glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (s->texinfo->texture)->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
// Binds lightmap to texenv 1
@ -479,6 +481,11 @@ dynamic:
glDisable(GL_TEXTURE_2D);
qglSelectTexture (gl_mtex_enum+0);
glEnable(GL_TEXTURE_2D);
if (texture->gl_fb_texturenum>0) {
s->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
fullbright_polys[texture->gl_fb_texturenum] = s->polys;
}
}
/*
@ -528,6 +535,40 @@ void R_BlendLightmaps (void)
glDepthMask (1); // back to normal Z buffering
}
/*
R_RenderFullbrights
*/
void
R_RenderFullbrights (void)
{
int i, j;
glpoly_t *p;
float *v;
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBlendFunc(GL_ONE, GL_ONE);
glEnable (GL_BLEND);
glColor3f(1,1,1);
for (i=1; i<MAX_GLTEXTURES; i++) {
if (!fullbright_polys[i])
continue;
glBindTexture (GL_TEXTURE_2D, i);
for (p=fullbright_polys[i]; p; p=p->fb_chain) {
glBegin (GL_POLYGON);
for (j=0, v=p->verts[0]; j<p->numverts; j++, v+=VERTEXSIZE) {
glTexCoord2fv (&v[3]);
glVertex3fv (v);
}
glEnd();
}
}
glDisable (GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
/*
================
R_RenderBrushPoly
@ -541,10 +582,11 @@ void R_RenderBrushPoly (msurface_t *fa)
int i;
float *v;
int smax, tmax;
texture_t *texture = R_TextureAnimation (fa->texinfo->texture);
c_brush_polys++;
glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (fa->texinfo->texture)->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
glBegin (GL_POLYGON);
v = fa->polys->verts[0];
@ -560,6 +602,11 @@ void R_RenderBrushPoly (msurface_t *fa)
fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
lightmap_polys[fa->lightmaptexturenum] = fa->polys;
if (texture->gl_fb_texturenum>0) {
fa->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
fullbright_polys[texture->gl_fb_texturenum] = fa->polys;
}
// check for lightmap modification
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
@ -598,11 +645,14 @@ dynamic:
void GL_WaterSurface(msurface_t *s)
{
int i;
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);
i = s->texinfo->texture->gl_texturenum;
glBindTexture (GL_TEXTURE_2D, i);
if (r_wateralpha->value < 1.0)
{
glDepthMask(0);
@ -721,6 +771,7 @@ void R_DrawBrushModel (entity_t *e)
glColor3f (1, 1, 1);
memset (lightmap_polys, 0, sizeof(lightmap_polys));
memset (fullbright_polys, 0, sizeof(fullbright_polys));
VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
if (rotated)
@ -794,6 +845,9 @@ void R_DrawBrushModel (entity_t *e)
if (gl_texsort->value)
R_BlendLightmaps ();
if (gl_fb_bmodels->value)
R_RenderFullbrights ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
@ -947,6 +1001,7 @@ void R_DrawWorld (void)
glColor3f (1.0, 1.0, 1.0);
memset (lightmap_polys, 0, sizeof(lightmap_polys));
memset (fullbright_polys, 0, sizeof(fullbright_polys));
// Be sure to clear the skybox --KB
R_DrawSky ();
@ -960,6 +1015,9 @@ void R_DrawWorld (void)
if (gl_texsort->value)
R_BlendLightmaps ();
if (gl_fb_bmodels->value)
R_RenderFullbrights ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);