mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-25 13:32:01 +00:00
fc005fc215
addition, removed support (for now) for SGIS and EXT multitexture. It allowed me to enhance support for ARB multitexture, which is better anyway (especially for Radeon, but that won't get special support yet until we need a third texture pass). Updated the Unix 8-bit GL code to be more like the Windows version, which may work better. It still defaults off, because many drivers have bugs in their handling of the shared texture palette extension.
1293 lines
30 KiB
C
1293 lines
30 KiB
C
/*
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gl_rsurf.c
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surface-related refresh code
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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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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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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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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <stdio.h>
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#ifdef HAVE_STRING_H
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#include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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#include <strings.h>
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#endif
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#include <math.h>
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#include "glquake.h"
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#include "sys.h"
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qboolean r_cache_thrash;
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extern double realtime;
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int skytexturenum;
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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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int lightmap_textures;
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unsigned int blocklights[18 * 18 * 3];
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cvar_t *gl_colorlights;
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#define BLOCK_WIDTH 128
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#define BLOCK_HEIGHT 128
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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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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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glpoly_t *fullbright_polys[MAX_GLTEXTURES];
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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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// LordHavoc: changed to be allocated at runtime (typically lower memory usage)
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byte *lightmaps[MAX_LIGHTMAPS];
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msurface_t *waterchain = NULL;
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msurface_t *sky_chain;
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extern qboolean lighthalf;
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// LordHavoc: place for gl_rsurf setup code
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void
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glrsurf_init (void)
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{
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memset (&lightmaps, 0, sizeof (lightmaps));
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}
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void
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R_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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R_RecursiveLightUpdate (node->children[0]);
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if (node->children[1]->contents >= 0)
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R_RecursiveLightUpdate (node->children[1]);
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if ((c = node->numsurfaces))
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for (surf = cl.worldmodel->surfaces + node->firstsurface; c;
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c--, surf++) 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
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R_ForceLightUpdate (void)
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{
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if (cl.worldmodel && cl.worldmodel->nodes
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&& cl.worldmodel->nodes->contents >= 0)
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R_RecursiveLightUpdate (cl.worldmodel->nodes);
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}
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/*
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R_AddDynamicLights
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LordHavoc: completely rewrote this, relies on 64bit integer math...
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*/
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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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NOTE! LordHavoc was here, and it shows... (Mercury)
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===============
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*/
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void
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R_AddDynamicLights (msurface_t *surf)
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{
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int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t,
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smax, tmax, red, green, blue, j;
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unsigned int *bl;
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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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#if _MSC_VER || __BORLANDC__
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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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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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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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if (!(surf->dlightbits & (1 << lnum)))
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continue; // not lit by this light
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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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for (i = 0; i < 3; i++)
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impact[i] =
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cl_dlights[lnum].origin[i] - surf->plane->normal[i] * dist;
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i = f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
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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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i = f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
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// for comparisons to minimum acceptable light
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maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius) * 0.75);
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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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red = f = cl_dlights[lnum].color[0] * maxdist;
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green = f = cl_dlights[lnum].color[1] * maxdist;
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blue = f = cl_dlights[lnum].color[2] * maxdist;
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bl = blocklights;
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for (t = 0; t < tmax; t++, i -= 16) {
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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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maxdist2 = maxdist - td;
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for (s = 0; s < smax; s++) {
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if (sdtable[s] < maxdist2) {
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j = dlightdivtable[(sdtable[s] + td) >> 7];
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bl[0] += (k = (red * j) >> 7);
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bl[1] += (k = (green * j) >> 7);
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bl[2] += (k = (blue * j) >> 7);
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}
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bl += 3;
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}
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} else
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bl += smax * 3; // skip line
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}
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}
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}
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/*
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R_BuildLightMap
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Combine and scale multiple lightmaps
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After talking it over with LordHavoc, I've decided to switch to using
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GL_RGB for colored lights and averaging them out for plain white
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lighting if needed. Much cleaner that way. --KB
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*/
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void
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R_BuildLightMap (msurface_t *surf, byte * dest, int stride)
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{
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int smax, tmax;
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int t;
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int i, j, size;
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byte *lightmap;
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unsigned int scale;
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int maps;
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float t2;
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unsigned int *bl;
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surf->cached_dlight = (surf->dlightframe == r_framecount);
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smax = (surf->extents[0] >> 4) + 1;
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tmax = (surf->extents[1] >> 4) + 1;
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size = smax * tmax;
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lightmap = surf->samples;
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// set to full bright if no light data
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if (!cl.worldmodel->lightdata) {
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bl = blocklights;
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for (i = 0; i < size; i++) {
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*bl++ = 255 << 8;
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*bl++ = 255 << 8;
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*bl++ = 255 << 8;
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}
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goto store;
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}
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// clear to no light
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bl = blocklights;
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for (i = 0; i < size; i++) {
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*bl++ = 0;
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*bl++ = 0;
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*bl++ = 0;
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}
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bl = blocklights;
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// add all the lightmaps
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if (lightmap) {
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for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) {
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scale = d_lightstylevalue[surf->styles[maps]];
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surf->cached_light[maps] = scale; // 8.8 fraction
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bl = blocklights;
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for (i = 0; i < size; i++) {
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*bl++ += *lightmap++ * scale;
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*bl++ += *lightmap++ * scale;
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*bl++ += *lightmap++ * scale;
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}
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}
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}
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// add all the dynamic lights
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if (surf->dlightframe == r_framecount)
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R_AddDynamicLights (surf);
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store:
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// bound and shift
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if (gl_colorlights->int_val) {
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stride -= smax * 3;
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bl = blocklights;
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if (lighthalf) {
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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t = (int) *bl++ >> 8;
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*dest++ = bound (0, t, 255);
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t = (int) *bl++ >> 8;
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*dest++ = bound (0, t, 255);
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t = (int) *bl++ >> 8;
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*dest++ = bound (0, t, 255);
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}
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}
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} else {
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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t = (int) *bl++ >> 7;
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*dest++ = bound (0, t, 255);
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t = (int) *bl++ >> 7;
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*dest++ = bound (0, t, 255);
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t = (int) *bl++ >> 7;
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*dest++ = bound (0, t, 255);
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}
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}
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}
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} else {
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stride -= smax;
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bl = blocklights;
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if (lighthalf) {
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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t = (int) *bl++ >> 8;
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t2 = bound (0, t, 255);
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t = (int) *bl++ >> 8;
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t2 += bound (0, t, 255);
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t = (int) *bl++ >> 8;
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t2 += bound (0, t, 255);
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t2 *= (1.0 / 3.0);
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*dest++ = t2;
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}
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}
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} else {
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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t = (int) *bl++ >> 7;
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t2 = bound (0, t, 255);
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t = (int) *bl++ >> 7;
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t2 += bound (0, t, 255);
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t = (int) *bl++ >> 7;
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t2 += bound (0, t, 255);
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t2 *= (1.0 / 3.0);
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*dest++ = t2;
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}
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}
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}
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}
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}
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/*
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===============
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R_TextureAnimation
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Returns the proper texture for a given time and base texture
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===============
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*/
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texture_t *
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R_TextureAnimation (texture_t *base)
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{
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int relative;
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int count;
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if (currententity->frame) {
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if (base->alternate_anims)
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base = base->alternate_anims;
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}
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if (!base->anim_total)
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return base;
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relative = (int) (cl.time * 10) % base->anim_total;
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count = 0;
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while (base->anim_min > relative || base->anim_max <= relative) {
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base = base->anim_next;
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if (!base)
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Sys_Error ("R_TextureAnimation: broken cycle");
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if (++count > 100)
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Sys_Error ("R_TextureAnimation: infinite cycle");
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}
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return base;
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}
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/*
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=============================================================
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BRUSH MODELS
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=============================================================
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*/
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extern int solidskytexture;
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extern int alphaskytexture;
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extern float speedscale; // for top sky and bottom sky
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QF_glActiveTextureARB qglActiveTexture = NULL;
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QF_glMultiTexCoord2fARB qglMultiTexCoord2f = NULL;
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void
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GL_UploadLightmap (int i, int x, int y, int w, int h)
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{
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glTexSubImage2D (GL_TEXTURE_2D, 0, 0, y, BLOCK_WIDTH, h, gl_lightmap_format,
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GL_UNSIGNED_BYTE,
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lightmaps[i] + (y * BLOCK_WIDTH) * lightmap_bytes);
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}
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/*
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================
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R_DrawSequentialPoly
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Systems that have fast state and texture changes can
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just do everything as it passes with no need to sort
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================
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*/
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void
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R_DrawMultitexturePoly (msurface_t *s)
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{
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int maps;
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float *v;
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int i;
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texture_t *texture = R_TextureAnimation (s->texinfo->texture);
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c_brush_polys++;
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i = s->lightmaptexturenum;
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glColor3f (1, 1, 1);
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// Binds world to texture env 0
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qglActiveTexture (gl_mtex_enum + 0);
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glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glEnable (GL_TEXTURE_2D);
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// Binds lightmap to texenv 1
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qglActiveTexture (gl_mtex_enum + 1);
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glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable (GL_TEXTURE_2D);
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// check for lightmap modification
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if (r_dynamic->int_val) {
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for (maps = 0; maps < MAXLIGHTMAPS && s->styles[maps] != 255; maps++)
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if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
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goto dynamic;
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if (s->dlightframe == r_framecount // dynamic this frame
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|| s->cached_dlight) // dynamic previously
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{
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dynamic:
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R_BuildLightMap (s,
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lightmaps[s->lightmaptexturenum] +
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(s->light_t * BLOCK_WIDTH +
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s->light_s) * lightmap_bytes,
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BLOCK_WIDTH * lightmap_bytes);
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GL_UploadLightmap (i, s->light_s, s->light_t,
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(s->extents[0] >> 4) + 1,
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(s->extents[1] >> 4) + 1);
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}
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}
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glBegin (GL_POLYGON);
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v = s->polys->verts[0];
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for (i = 0; i < s->polys->numverts; i++, v += VERTEXSIZE) {
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qglMultiTexCoord2f (gl_mtex_enum + 0, v[3], v[4]);
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qglMultiTexCoord2f (gl_mtex_enum + 1, v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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glDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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glEnable (GL_TEXTURE_2D);
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if (texture->gl_fb_texturenum > 0) {
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s->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
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fullbright_polys[texture->gl_fb_texturenum] = s->polys;
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}
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glColor3ubv (lighthalf_v);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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|
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/*
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================
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R_BlendLightmaps
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================
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*/
|
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void
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R_BlendLightmaps (void)
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{
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int i, j;
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glpoly_t *p;
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float *v;
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glDepthMask (GL_FALSE); // don't bother writing Z
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glBlendFunc (GL_ZERO, GL_SRC_COLOR);
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glColor3f (1, 1, 1);
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for (i = 0; i < MAX_LIGHTMAPS; i++) {
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p = lightmap_polys[i];
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if (!p)
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continue;
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glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
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if (lightmap_modified[i]) {
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GL_UploadLightmap (i, lightmap_rectchange[i].l,
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lightmap_rectchange[i].t,
|
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lightmap_rectchange[i].w,
|
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lightmap_rectchange[i].h);
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lightmap_modified[i] = false;
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}
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for (; p; p = p->chain) {
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glBegin (GL_POLYGON);
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v = p->verts[0];
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for (j = 0; j < p->numverts; j++, v += VERTEXSIZE) {
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glTexCoord2fv (&v[5]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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// Return to normal blending --KB
|
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glColor3ubv (lighthalf_v);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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|
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glDepthMask (GL_TRUE); // back to normal Z buffering
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}
|
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|
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/*
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R_RenderFullbrights
|
|
*/
|
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|
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void
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R_RenderFullbrights (void)
|
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{
|
|
int i, j;
|
|
glpoly_t *p;
|
|
float *v;
|
|
|
|
glBlendFunc (GL_ONE, GL_ONE);
|
|
|
|
for (i = 1; i < MAX_GLTEXTURES; i++) {
|
|
if (!fullbright_polys[i])
|
|
continue;
|
|
glBindTexture (GL_TEXTURE_2D, i);
|
|
for (p = fullbright_polys[i]; p; p = p->fb_chain) {
|
|
glBegin (GL_POLYGON);
|
|
for (j = 0, v = p->verts[0]; j < p->numverts; j++, v += VERTEXSIZE) {
|
|
glTexCoord2fv (&v[3]);
|
|
glVertex3fv (v);
|
|
}
|
|
glEnd ();
|
|
}
|
|
}
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
/*
|
|
================
|
|
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++;
|
|
|
|
glColor3f (1, 1, 1);
|
|
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->int_val) {
|
|
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);
|
|
}
|
|
}
|
|
glColor3ubv (lighthalf_v);
|
|
}
|
|
|
|
void
|
|
GL_WaterSurface (msurface_t *s)
|
|
{
|
|
int i;
|
|
|
|
i = s->texinfo->texture->gl_texturenum;
|
|
glBindTexture (GL_TEXTURE_2D, i);
|
|
if (r_wateralpha->value < 1.0) {
|
|
glDepthMask (GL_FALSE);
|
|
if (lighthalf) {
|
|
glColor4f (0.5, 0.5, 0.5, r_wateralpha->value);
|
|
} else {
|
|
glColor4f (1, 1, 1, r_wateralpha->value);
|
|
}
|
|
EmitWaterPolys (s);
|
|
glColor3ubv (lighthalf_v);
|
|
glDepthMask (GL_TRUE);
|
|
} else
|
|
EmitWaterPolys (s);
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawWaterSurfaces
|
|
================
|
|
*/
|
|
void
|
|
R_DrawWaterSurfaces (void)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
|
|
if (!waterchain)
|
|
return;
|
|
|
|
// go back to the world matrix
|
|
|
|
glLoadMatrixf (r_world_matrix);
|
|
|
|
if (r_wateralpha->value < 1.0) {
|
|
glDepthMask (GL_FALSE);
|
|
if (lighthalf) {
|
|
glColor4f (0.5, 0.5, 0.5, r_wateralpha->value);
|
|
} else {
|
|
glColor4f (1, 1, 1, r_wateralpha->value);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
if (r_wateralpha->value < 1.0) {
|
|
glDepthMask (GL_TRUE);
|
|
glColor3ubv (lighthalf_v);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
DrawTextureChains
|
|
================
|
|
*/
|
|
void
|
|
DrawTextureChains (void)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
|
|
glDisable (GL_BLEND);
|
|
|
|
for (i = 0; i < cl.worldmodel->numtextures; 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;
|
|
}
|
|
|
|
glEnable (GL_BLEND);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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;
|
|
|
|
memset (lightmap_polys, 0, sizeof (lightmap_polys));
|
|
memset (fullbright_polys, 0, sizeof (fullbright_polys));
|
|
if (gl_sky_clip->int_val) {
|
|
sky_chain = 0;
|
|
}
|
|
|
|
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->int_val) {
|
|
vec3_t lightorigin;
|
|
|
|
for (k = 0; k < MAX_DLIGHTS; k++) {
|
|
if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
|
|
continue;
|
|
|
|
VectorSubtract (cl_dlights[k].origin, e->origin, lightorigin);
|
|
R_MarkLights (lightorigin, &cl_dlights[k], 1 << k,
|
|
clmodel->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_mtex_capable)
|
|
Cvar_SetValue (gl_texsort, 1);
|
|
|
|
//
|
|
// draw texture
|
|
//
|
|
for (i = 0; i < clmodel->nummodelsurfaces; i++, psurf++) {
|
|
// 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 (psurf->flags & SURF_DRAWSKY) {
|
|
psurf->texturechain = sky_chain;
|
|
sky_chain = psurf;
|
|
return;
|
|
} else if (gl_texsort->int_val) {
|
|
R_RenderBrushPoly (psurf);
|
|
} else {
|
|
R_DrawMultitexturePoly (psurf);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gl_texsort->int_val)
|
|
R_BlendLightmaps ();
|
|
|
|
if (gl_fb_bmodels->int_val)
|
|
R_RenderFullbrights ();
|
|
|
|
if (gl_sky_clip->int_val)
|
|
R_DrawSkyChain (sky_chain);
|
|
|
|
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) // solid
|
|
return;
|
|
|
|
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_DRAWTURB) {
|
|
surf->texturechain = waterchain;
|
|
waterchain = surf;
|
|
} else if (surf->flags & SURF_DRAWSKY) {
|
|
surf->texturechain = sky_chain;
|
|
sky_chain = surf;
|
|
continue;
|
|
} else if (gl_texsort->int_val) {
|
|
surf->texturechain = surf->texinfo->texture->texturechain;
|
|
surf->texinfo->texture->texturechain = surf;
|
|
} else {
|
|
R_DrawMultitexturePoly (surf);
|
|
}
|
|
}
|
|
}
|
|
// 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_mtex_capable)
|
|
Cvar_SetValue (gl_texsort, 1);
|
|
|
|
memset (lightmap_polys, 0, sizeof (lightmap_polys));
|
|
memset (fullbright_polys, 0, sizeof (fullbright_polys));
|
|
if (gl_sky_clip->int_val) {
|
|
sky_chain = 0;
|
|
} else {
|
|
// Be sure to clear the skybox --KB
|
|
R_DrawSky ();
|
|
}
|
|
|
|
R_RecursiveWorldNode (cl.worldmodel->nodes);
|
|
|
|
DrawTextureChains ();
|
|
|
|
if (gl_texsort->int_val)
|
|
R_BlendLightmaps ();
|
|
|
|
if (gl_fb_bmodels->int_val)
|
|
R_RenderFullbrights ();
|
|
|
|
if (gl_sky_clip->int_val)
|
|
R_DrawSkyChain (sky_chain);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_MarkLeaves
|
|
===============
|
|
*/
|
|
void
|
|
R_MarkLeaves (void)
|
|
{
|
|
byte *vis;
|
|
mnode_t *node;
|
|
int i;
|
|
byte solid[4096];
|
|
|
|
if (r_oldviewleaf == r_viewleaf && !r_novis->int_val)
|
|
return;
|
|
|
|
r_visframecount++;
|
|
r_oldviewleaf = r_viewleaf;
|
|
|
|
if (r_novis->int_val) {
|
|
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 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; 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
|
|
if (!gl_keeptjunctions->int_val && !(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;
|
|
}
|
|
|
|
if (gl_colorlights->int_val) {
|
|
gl_lightmap_format = GL_RGB;
|
|
lightmap_bytes = 3;
|
|
} else {
|
|
gl_lightmap_format = GL_LUMINANCE;
|
|
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 (gl_sky_divide->int_val && (m->surfaces[i].flags & SURF_DRAWSKY))
|
|
continue;
|
|
GL_CreateSurfaceLightmap (m->surfaces + i);
|
|
BuildSurfaceDisplayList (m->surfaces + i);
|
|
}
|
|
}
|
|
|
|
if (gl_mtex_capable && !gl_texsort->int_val)
|
|
qglActiveTexture (gl_mtex_enum + 1);
|
|
|
|
//
|
|
// 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;
|
|
glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
|
|
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes, BLOCK_WIDTH,
|
|
BLOCK_HEIGHT, 0, gl_lightmap_format,
|
|
GL_UNSIGNED_BYTE, lightmaps[i]);
|
|
}
|
|
|
|
if (gl_mtex_capable && !gl_texsort->int_val)
|
|
qglActiveTexture (gl_mtex_enum + 0);
|
|
}
|