/* gl_rsurf.c surface-related refresh code Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2000 Joseph Carter This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include #include #include #include "bothdefs.h" // needed by: common.h, net.h, client.h #include "qargs.h" #include "bspfile.h" // needed by: glquake.h #include "vid.h" #include "sys.h" #include "mathlib.h" // needed by: protocol.h, render.h, client.h, // modelgen.h, glmodel.h #include "wad.h" #include "draw.h" #include "cvar.h" #include "net.h" // needed by: client.h #include "protocol.h" // needed by: client.h #include "cmd.h" #include "sbar.h" #include "render.h" // needed by: client.h, gl_model.h, glquake.h #include "client.h" // need cls in this file #include "model.h" // needed by: glquake.h #include "console.h" #include "glquake.h" extern double realtime; int skytexturenum; extern vec3_t shadecolor; // Ender (Extend) Colormod int lightmap_bytes; // 1 or 3 int lightmap_textures; unsigned blocklights[18*18*3]; cvar_t *gl_colorlights; #define BLOCK_WIDTH 128 #define BLOCK_HEIGHT 128 // LordHavoc: since lightmaps are now allocated only as needed, allow a ridiculous number :) #define MAX_LIGHTMAPS 1024 int active_lightmaps; typedef struct glRect_s { unsigned char l,t,w,h; } 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]; int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; // the lightmap texture data needs to be kept in // main memory so texsubimage can update properly // LordHavoc: changed to be allocated at runtime (typically lower memory usage) byte *lightmaps[MAX_LIGHTMAPS]; msurface_t *waterchain = NULL; extern qboolean lighthalf; // LordHavoc: place for gl_rsurf setup code void glrsurf_init() { memset(&lightmaps, 0, sizeof(lightmaps)); } void recursivelightupdate(mnode_t *node) { int c; msurface_t *surf; if (node->children[0]->contents >= 0) recursivelightupdate(node->children[0]); if (node->children[1]->contents >= 0) recursivelightupdate(node->children[1]); if ((c = node->numsurfaces)) for (surf = cl.worldmodel->surfaces + node->firstsurface; c ; c--, surf++) surf->cached_dlight = true; } // LordHavoc: function to force all lightmaps to be updated void R_ForceLightUpdate() { if (cl.worldmodel && cl.worldmodel->nodes && cl.worldmodel->nodes->contents >= 0) recursivelightupdate(cl.worldmodel->nodes); } /* R_AddDynamicLights LordHavoc: completely rewrote this, relies on 64bit integer math... */ int dlightdivtable[8192]; int dlightdivtableinitialized = 0; /* =============== R_AddDynamicLights =============== */ void R_AddDynamicLights (msurface_t *surf) { int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j; unsigned *bl; float dist, f; vec3_t impact, local; // use 64bit integer... shame it's not very standardized... #if _MSC_VER || __BORLANDC__ __int64 k; #else long long k; #endif if (!dlightdivtableinitialized) { dlightdivtable[0] = 1048576 >> 7; for (s = 1;s < 8192;s++) dlightdivtable[s] = 1048576 / (s << 7); dlightdivtableinitialized = 1; } smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; for (lnum=0 ; lnumdlightbits & (1<origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; for (i=0 ; i<3 ; i++) impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist; f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; i = f; // reduce calculations t = dist*dist; for (s = 0;s < smax;s++, i -= 16) sdtable[s] = i*i + t; f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; i = f; maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light // clamp radius to avoid exceeding 8192 entry division table if (maxdist > 1048576) maxdist = 1048576; maxdist3 = maxdist - (int) (dist*dist); // convert to 8.8 blocklights format // if (!cl_dlights[lnum].dark) // { f = cl_dlights[lnum].color[0] * maxdist;red = f; f = cl_dlights[lnum].color[1] * maxdist;green = f; f = cl_dlights[lnum].color[2] * maxdist;blue = f; /* } else // negate for darklight { f = cl_dlights[lnum].color[0] * -maxdist;red = f; f = cl_dlights[lnum].color[1] * -maxdist;green = f; f = cl_dlights[lnum].color[2] * -maxdist;blue = f; } */ bl = blocklights; for (t = 0;t < tmax;t++,i -= 16) { td = i*i; if (td < maxdist3) // make sure some part of it is visible on this line { maxdist2 = maxdist - td; for (s = 0;s < smax;s++) { if (sdtable[s] < maxdist2) { j = dlightdivtable[(sdtable[s]+td) >> 7]; k = (red * j) >> 7;bl[0] += k; k = (green * j) >> 7;bl[1] += k; k = (blue * j) >> 7;bl[2] += k; } bl += 3; } } else bl+=smax*3; // skip line } } } /* R_BuildLightMap 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 */ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) { int smax, tmax; int t; int i, j, size; byte *lightmap; unsigned scale; int maps; float t2; unsigned *bl; 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; // set to full bright if no light data if (/*r_fullbright->value ||*/ !cl.worldmodel->lightdata) { bl = blocklights; for (i=0 ; istyles[maps] != 255; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction bl = blocklights; for (i=0 ; idlightframe == r_framecount) R_AddDynamicLights (surf); store: // bound and shift if (gl_colorlights->value) { stride -= smax * 3; bl = blocklights; if (lighthalf) { for (i = 0; i < tmax; i++, dest += stride) for (j=0 ; j> 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> 7; *dest++ = bound(0, t, 255); t = (int) *bl++ >> 7; *dest++ = bound(0, t, 255); t = (int) *bl++ >> 7; *dest++ = bound(0, t, 255); } } } else { stride -= smax; bl = blocklights; if (lighthalf) { for (i = 0; i < tmax; i++, dest += stride) for (j=0 ; j> 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> 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; } } } } /* =============== R_TextureAnimation Returns the proper texture for a given time and base texture =============== */ texture_t *R_TextureAnimation (texture_t *base) { int relative; int count; if (currententity->frame) { if (base->alternate_anims) base = base->alternate_anims; } if (!base->anim_total) return base; relative = (int)(cl.time*10) % base->anim_total; count = 0; while (base->anim_min > relative || base->anim_max <= relative) { 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 lpMTexFUNC qglMTexCoord2f = NULL; lpSelTexFUNC qglSelectTexture = NULL; void GL_UploadLightmap(int i, int x, int y, int w, int h) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, y, BLOCK_WIDTH, h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps[i] + (y * BLOCK_WIDTH) * lightmap_bytes); } /* ================ R_DrawSequentialPoly Systems that have fast state and texture changes can just do everything as it passes with no need to sort ================ */ void R_DrawMultitexturePoly (msurface_t *s) { int maps; float *v; int i; texture_t *texture = R_TextureAnimation (s->texinfo->texture); c_brush_polys++; i = s->lightmaptexturenum; glColor3f(1,1,1); // Binds world to texture env 0 qglSelectTexture (gl_mtex_enum+0); glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_TEXTURE_2D); // Binds lightmap to texenv 1 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); // check for lightmap modification if (r_dynamic->value) { for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++) if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps]) goto dynamic; 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); } } glBegin(GL_POLYGON); v = s->polys->verts[0]; for (i=0 ; ipolys->numverts ; i++, v+= VERTEXSIZE) { qglMTexCoord2f (gl_mtex_enum + 0, v[3], v[4]); qglMTexCoord2f (gl_mtex_enum + 1, v[5], v[6]); glVertex3fv (v); } glEnd (); 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; } } /* ================ R_BlendLightmaps ================ */ void R_BlendLightmaps (void) { int i, j; glpoly_t *p; float *v; glDepthMask (0); // don't bother writing Z glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc (GL_ZERO, GL_SRC_COLOR); glEnable(GL_BLEND); for (i=0 ; ichain) { glBegin (GL_POLYGON); v = p->verts[0]; for (j=0 ; jnumverts ; j++, v+= VERTEXSIZE) { glTexCoord2fv (&v[5]); glVertex3fv (v); } glEnd (); } } // Return to normal blending --KB glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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; ifb_chain) { glBegin (GL_POLYGON); for (j=0, v=p->verts[0]; jnumverts; j++, v+=VERTEXSIZE) { glTexCoord2fv (&v[3]); glVertex3fv (v); } glEnd(); } } glDisable (GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } /* ================ R_RenderBrushPoly ================ */ void R_RenderBrushPoly (msurface_t *fa) { byte *base; int maps; glRect_t *theRect; int i; float *v; int smax, tmax; texture_t *texture = R_TextureAnimation (fa->texinfo->texture); c_brush_polys++; glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum); glBegin (GL_POLYGON); v = fa->polys->verts[0]; for (i = 0;i < fa->polys->numverts;i++, v += VERTEXSIZE) { glTexCoord2fv (&v[3]); glVertex3fv (v); } glEnd (); // add the poly to the proper lightmap chain fa->polys->chain = lightmap_polys[fa->lightmaptexturenum]; lightmap_polys[fa->lightmaptexturenum] = fa->polys; if (texture->gl_fb_texturenum>0) { fa->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum]; fullbright_polys[texture->gl_fb_texturenum] = fa->polys; } // 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: if (r_dynamic->value) { 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; base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s) * lightmap_bytes; R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes); } } } 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); EmitWaterPolys (s); glDepthMask(1); } else EmitWaterPolys (s); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } /* ================ R_DrawWaterSurfaces ================ */ void R_DrawWaterSurfaces (void) { int i; msurface_t *s; if (!waterchain) return; // go back to the world matrix glLoadMatrixf (r_world_matrix); 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) glDepthMask(0); i = -1; for (s = waterchain;s;s = s->texturechain) { if (i != s->texinfo->texture->gl_texturenum) { i = s->texinfo->texture->gl_texturenum; glBindTexture (GL_TEXTURE_2D, i); } EmitWaterPolys (s); } waterchain = NULL; glColor3f(1,1,1); if (r_wateralpha->value < 1.0) glDepthMask(1); } /* ================ DrawTextureChains ================ */ void DrawTextureChains (void) { int i; msurface_t *s; for (i=0 ; inumtextures ; i++) { if (!cl.worldmodel->textures[i]) continue; for (s = cl.worldmodel->textures[i]->texturechain;s;s = s->texturechain) R_RenderBrushPoly (s); cl.worldmodel->textures[i]->texturechain = NULL; } } /* ================= 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; 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) { 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]; // calculate dynamic lighting for bmodel if it's not an // instanced model if (clmodel->firstmodelsurface != 0 && !gl_flashblend->value) { vec3_t lightorigin; for (k=0 ; korigin, lightorigin); R_MarkLights (lightorigin, &cl_dlights[k], 1<nodes + clmodel->hulls[0].firstclipnode); } } glPushMatrix (); e->angles[0] = -e->angles[0]; // stupid quake bug R_RotateForEntity (e); e->angles[0] = -e->angles[0]; // stupid quake bug // 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); // // draw texture // for (i=0 ; inummodelsurfaces ; i++, psurf++) { if (psurf->flags & SURF_DRAWSKY) return; // find which side of the node we are on pplane = psurf->plane; dot = DotProduct (modelorg, pplane->normal) - pplane->dist; // draw the polygon if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { if (psurf->flags & SURF_DRAWTURB) GL_WaterSurface(psurf); else if (gl_texsort->value) R_RenderBrushPoly (psurf); else R_DrawMultitexturePoly (psurf); } } 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); glPopMatrix (); } /* ============================================================= WORLD MODEL ============================================================= */ /* ================ R_RecursiveWorldNode ================ */ void R_RecursiveWorldNode (mnode_t *node) { int c, side; mplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; double dot; if (node->contents == CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; if (R_CullBox (node->minmaxs, node->minmaxs+3)) return; // if a leaf node, draw stuff if (node->contents < 0) { pleaf = (mleaf_t *)node; if ((c = pleaf->nummarksurfaces)) { mark = pleaf->firstmarksurface; do { (*mark)->visframe = r_framecount; mark++; } while (--c); } // deal with model fragments in this leaf if (pleaf->efrags) R_StoreEfrags (&pleaf->efrags); return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; switch (plane->type) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } side = dot < 0; // 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]); // draw stuff if ((c = node->numsurfaces)) { surf = cl.worldmodel->surfaces + node->firstsurface; if (dot < -BACKFACE_EPSILON) side = SURF_PLANEBACK; else if (dot > BACKFACE_EPSILON) side = 0; for ( ; c ; c--, surf++) { if (surf->visframe != r_framecount) continue; if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) continue; // wrong side if (surf->flags & SURF_DRAWSKY) continue; if (surf->flags & SURF_DRAWTURB) { surf->texturechain = waterchain; waterchain = surf; } else if (gl_texsort->value) { surf->texturechain = surf->texinfo->texture->texturechain; surf->texinfo->texture->texturechain = surf; } else R_DrawMultitexturePoly (surf); } } // 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]); } /* ============= 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; // LordHavoc: anyone without multitexture won't want texsort 0 anyway... if (!gl_mtexable) gl_texsort->value = 1; 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 (); glDisable(GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); R_RecursiveWorldNode (cl.worldmodel->nodes); DrawTextureChains (); 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); } /* =============== R_MarkLeaves =============== */ void R_MarkLeaves (void) { byte *vis; mnode_t *node; int i; byte solid[4096]; if (r_oldviewleaf == r_viewleaf && !r_novis->value) return; if (mirror) return; r_visframecount++; r_oldviewleaf = r_viewleaf; if (r_novis->value) { vis = solid; memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3); } else vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); for (i=0 ; inumleafs ; 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= best) break; if (allocated[texnum][i+j] > best2) best2 = allocated[texnum][i+j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > BLOCK_HEIGHT) continue; // LordHavoc: allocate lightmaps only as needed if (!lightmaps[texnum]) lightmaps[texnum] = calloc(BLOCK_WIDTH * BLOCK_HEIGHT, 3); for (i=0 ; iedges; 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 ; isurfedges[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 // if (!gl_keeptjunctions->value && !(fa->flags & SURF_UNDERWATER) ) { 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 # define COLINEAR_EPSILON 0.001 if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) && (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON)) { int j; for (j = i + 1; j < lnumverts; ++j) { int k; 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); base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes; R_BuildLightMap (surf, base, BLOCK_WIDTH*lightmap_bytes); } /* ================== 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; } gl_colorlights = Cvar_Get ("gl_colorlights", "1", CVAR_ROM, "Whether to use RGB lightmaps or not"); if (gl_colorlights->value) { gl_lightmap_format = GL_RGB; lightmap_bytes = 3; } else { gl_lightmap_format = GL_LUMINANCE; lightmap_bytes = 1; } for (j=1 ; jname[0] == '*') continue; r_pcurrentvertbase = m->vertexes; currentmodel = m; for (i=0 ; inumsurfaces ; i++) { if ( m->surfaces[i].flags & SURF_DRAWTURB ) continue; if ( m->surfaces[i].flags & SURF_DRAWSKY ) continue; GL_CreateSurfaceLightmap (m->surfaces + i); BuildSurfaceDisplayList (m->surfaces + i); } } if (gl_mtexable && !gl_texsort->value) qglSelectTexture (gl_mtex_enum+1); // // upload all lightmaps that were filled // for (i=0 ; ivalue) qglSelectTexture (gl_mtex_enum+0); }