quakeforge-old/uquake/gl_rsurf.c
Jeff Teunissen c3f5581b0a Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.

This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.

And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00

1694 lines
34 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
int skytexturenum;
#ifndef GL_RGBA4
#define GL_RGBA4 0
#endif
int lightmap_bytes; // 1, 2, or 4
int lightmap_textures;
unsigned blocklights[18*18];
#define BLOCK_WIDTH 128
#define BLOCK_HEIGHT 128
#define MAX_LIGHTMAPS 64
int active_lightmaps;
typedef struct glRect_s {
unsigned char l,t,w,h;
} glRect_t;
glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
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
byte lightmaps[4*MAX_LIGHTMAPS*BLOCK_WIDTH*BLOCK_HEIGHT];
// For gl_texsort 0
msurface_t *skychain = NULL;
msurface_t *waterchain = NULL;
void R_RenderDynamicLightmaps (msurface_t *fa);
/*
===============
R_AddDynamicLights
===============
*/
void R_AddDynamicLights (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
blocklights[t*smax + s] += (rad - dist)*256;
}
}
}
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
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;
int lightadj[4];
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)
{
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
goto store;
}
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = 0;
// add all the lightmaps
if (lightmap)
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
R_AddDynamicLights (surf);
// bound, invert, and shift
store:
switch (gl_lightmap_format)
{
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[3] = 255-t;
dest += 4;
}
}
break;
case GL_ALPHA:
case GL_LUMINANCE:
case GL_INTENSITY:
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[j] = 255-t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
}
/*
===============
R_TextureAnimation
Returns the proper texture for a given time and base texture
===============
*/
texture_t *R_TextureAnimation (texture_t *base)
{
int reletive;
int count;
if (currententity->frame)
{
if (base->alternate_anims)
base = base->alternate_anims;
}
if (!base->anim_total)
return base;
reletive = (int)(cl.time*10) % base->anim_total;
count = 0;
while (base->anim_min > reletive || base->anim_max <= reletive)
{
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
void DrawGLWaterPoly (glpoly_t *p);
void DrawGLWaterPolyLightmap (glpoly_t *p);
lpMTexFUNC qglMTexCoord2fSGIS = NULL;
lpSelTexFUNC qglSelectTextureSGIS = NULL;
qboolean mtexenabled = false;
void GL_SelectTexture (GLenum target);
void GL_DisableMultitexture(void)
{
if (mtexenabled) {
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(TEXTURE0_SGIS);
mtexenabled = false;
}
}
void GL_EnableMultitexture(void)
{
if (gl_mtexable) {
GL_SelectTexture(TEXTURE1_SGIS);
glEnable(GL_TEXTURE_2D);
mtexenabled = true;
}
}
#if 0
/*
================
R_DrawSequentialPoly
Systems that have fast state and texture changes can
just do everything as it passes with no need to sort
================
*/
void R_DrawSequentialPoly (msurface_t *s)
{
glpoly_t *p;
float *v;
int i;
texture_t *t;
//
// normal lightmaped poly
//
if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
{
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
glDisable (GL_BLEND);
return;
}
//
// subdivided water surface warp
//
if (s->flags & SURF_DRAWTURB)
{
GL_Bind (s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
return;
}
//
// subdivided sky warp
//
if (s->flags & SURF_DRAWSKY)
{
GL_Bind (solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale;
EmitSkyPolys (s);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale;
EmitSkyPolys (s);
if (gl_lightmap_format == GL_LUMINANCE)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glDisable (GL_BLEND);
}
//
// underwater warped with lightmap
//
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
DrawGLWaterPoly (p);
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
DrawGLWaterPolyLightmap (p);
glDisable (GL_BLEND);
}
#else
/*
================
R_DrawSequentialPoly
Systems that have fast state and texture changes can
just do everything as it passes with no need to sort
================
*/
void R_DrawSequentialPoly (msurface_t *s)
{
glpoly_t *p;
float *v;
int i;
texture_t *t;
vec3_t nv, dir;
float ss, ss2, length;
float s1, t1;
glRect_t *theRect;
//
// normal lightmaped poly
//
if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
{
R_RenderDynamicLightmaps (s);
if (gl_mtexable) {
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
// Binds world to texture env 0
GL_SelectTexture(TEXTURE0_SGIS);
GL_Bind (t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// Binds lightmap to texenv 1
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
GL_Bind (lightmap_textures + s->lightmaptexturenum);
i = s->lightmaptexturenum;
if (lightmap_modified[i])
{
lightmap_modified[i] = false;
theRect = &lightmap_rectchange[i];
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
theRect->l = BLOCK_WIDTH;
theRect->t = BLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
glBegin(GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (TEXTURE0_SGIS, v[3], v[4]);
qglMTexCoord2fSGIS (TEXTURE1_SGIS, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
return;
} else {
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
glDisable (GL_BLEND);
}
return;
}
//
// subdivided water surface warp
//
if (s->flags & SURF_DRAWTURB)
{
GL_DisableMultitexture();
GL_Bind (s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
return;
}
//
// subdivided sky warp
//
if (s->flags & SURF_DRAWSKY)
{
GL_DisableMultitexture();
GL_Bind (solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127;
EmitSkyPolys (s);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127;
EmitSkyPolys (s);
glDisable (GL_BLEND);
return;
}
//
// underwater warped with lightmap
//
R_RenderDynamicLightmaps (s);
if (gl_mtexable) {
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_SelectTexture(TEXTURE0_SGIS);
GL_Bind (t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_EnableMultitexture();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
i = s->lightmaptexturenum;
if (lightmap_modified[i])
{
lightmap_modified[i] = false;
theRect = &lightmap_rectchange[i];
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
theRect->l = BLOCK_WIDTH;
theRect->t = BLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
glBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (TEXTURE0_SGIS, v[3], v[4]);
qglMTexCoord2fSGIS (TEXTURE1_SGIS, v[5], v[6]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
}
glEnd ();
} else {
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
DrawGLWaterPoly (p);
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
DrawGLWaterPolyLightmap (p);
glDisable (GL_BLEND);
}
}
#endif
/*
================
DrawGLWaterPoly
Warp the vertex coordinates
================
*/
void DrawGLWaterPoly (glpoly_t *p)
{
int i;
float *v;
float s, t, os, ot;
vec3_t nv;
GL_DisableMultitexture();
glBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
}
glEnd ();
}
void DrawGLWaterPolyLightmap (glpoly_t *p)
{
int i;
float *v;
float s, t, os, ot;
vec3_t nv;
GL_DisableMultitexture();
glBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
}
glEnd ();
}
/*
================
DrawGLPoly
================
*/
void DrawGLPoly (glpoly_t *p)
{
int i;
float *v;
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
}
/*
================
R_BlendLightmaps
================
*/
void R_BlendLightmaps (void)
{
int i, j;
glpoly_t *p;
float *v;
glRect_t *theRect;
if (r_fullbright.value)
return;
if (!gl_texsort.value)
return;
glDepthMask (0); // don't bother writing Z
if (gl_lightmap_format == GL_LUMINANCE)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f (0,0,0,1);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
if (!r_lightmap.value)
{
glEnable (GL_BLEND);
}
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
{
p = lightmap_polys[i];
if (!p)
continue;
GL_Bind(lightmap_textures+i);
if (lightmap_modified[i])
{
lightmap_modified[i] = false;
theRect = &lightmap_rectchange[i];
// glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
// , BLOCK_WIDTH, BLOCK_HEIGHT, 0,
// gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
// glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
// , BLOCK_WIDTH, theRect->h, 0,
// gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+(i*BLOCK_HEIGHT+theRect->t)*BLOCK_WIDTH*lightmap_bytes);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
theRect->l = BLOCK_WIDTH;
theRect->t = BLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
for ( ; p ; p=p->chain)
{
if (p->flags & SURF_UNDERWATER)
DrawGLWaterPolyLightmap (p);
else
{
glBegin (GL_POLYGON);
v = p->verts[0];
for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
}
}
glDisable (GL_BLEND);
if (gl_lightmap_format == GL_LUMINANCE)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,1);
}
glDepthMask (1); // back to normal Z buffering
}
/*
================
R_RenderBrushPoly
================
*/
void R_RenderBrushPoly (msurface_t *fa)
{
texture_t *t;
byte *base;
int maps;
glRect_t *theRect;
int smax, tmax;
c_brush_polys++;
if (fa->flags & SURF_DRAWSKY)
{ // warp texture, no lightmaps
EmitBothSkyLayers (fa);
return;
}
t = R_TextureAnimation (fa->texinfo->texture);
GL_Bind (t->gl_texturenum);
if (fa->flags & SURF_DRAWTURB)
{ // warp texture, no lightmaps
EmitWaterPolys (fa);
return;
}
if (fa->flags & SURF_UNDERWATER)
DrawGLWaterPoly (fa->polys);
else
DrawGLPoly (fa->polys);
// 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:
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*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
base += fa->light_t * BLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes);
}
}
}
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void R_RenderDynamicLightmaps (msurface_t *fa)
{
texture_t *t;
byte *base;
int maps;
glRect_t *theRect;
int smax, tmax;
c_brush_polys++;
if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) )
return;
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:
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*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
base += fa->light_t * BLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes);
}
}
}
/*
================
R_MirrorChain
================
*/
void R_MirrorChain (msurface_t *s)
{
if (mirror)
return;
mirror = true;
mirror_plane = s->plane;
}
#if 0
/*
================
R_DrawWaterSurfaces
================
*/
void R_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
texture_t *t;
if (r_wateralpha.value == 1.0)
return;
//
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
glEnable (GL_BLEND);
glColor4f (1,1,1,r_wateralpha.value);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if ( !(s->flags & SURF_DRAWTURB) )
continue;
// set modulate mode explicitly
GL_Bind (t->gl_texturenum);
for ( ; s ; s=s->texturechain)
R_RenderBrushPoly (s);
t->texturechain = NULL;
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
}
#else
/*
================
R_DrawWaterSurfaces
================
*/
void R_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
texture_t *t;
if (r_wateralpha.value == 1.0 && gl_texsort.value)
return;
//
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
if (r_wateralpha.value < 1.0) {
glEnable (GL_BLEND);
glColor4f (1,1,1,r_wateralpha.value);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (!gl_texsort.value) {
if (!waterchain)
return;
for ( s = waterchain ; s ; s=s->texturechain) {
GL_Bind (s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
}
waterchain = NULL;
} else {
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if ( !(s->flags & SURF_DRAWTURB ) )
continue;
// set modulate mode explicitly
GL_Bind (t->gl_texturenum);
for ( ; s ; s=s->texturechain)
EmitWaterPolys (s);
t->texturechain = NULL;
}
}
if (r_wateralpha.value < 1.0) {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
}
}
#endif
/*
================
DrawTextureChains
================
*/
void DrawTextureChains (void)
{
int i;
msurface_t *s;
texture_t *t;
if (!gl_texsort.value) {
GL_DisableMultitexture();
if (skychain) {
R_DrawSkyChain(skychain);
skychain = NULL;
}
return;
}
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if (i == skytexturenum)
R_DrawSkyChain (s);
else if (i == mirrortexturenum && r_mirroralpha.value != 1.0)
{
R_MirrorChain (s);
continue;
}
else
{
if ((s->flags & SURF_DRAWTURB) && r_wateralpha.value != 1.0)
continue; // draw translucent water later
for ( ; s ; s=s->texturechain)
R_RenderBrushPoly (s);
}
t->texturechain = NULL;
}
}
/*
=================
R_DrawBrushModel
=================
*/
void R_DrawBrushModel (entity_t *e)
{
int j, k;
vec3_t mins, maxs;
int i, numsurfaces;
msurface_t *psurf;
float dot;
mplane_t *pplane;
model_t *clmodel;
qboolean rotated;
currententity = e;
currenttexture = -1;
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));
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)
{
for (k=0 ; k<MAX_DLIGHTS ; k++)
{
if ((cl_dlights[k].die < cl.time) ||
(!cl_dlights[k].radius))
continue;
R_MarkLights (&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
//
// 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 (gl_texsort.value)
R_RenderBrushPoly (psurf);
else
R_DrawSequentialPoly (psurf);
}
}
R_BlendLightmaps ();
glPopMatrix ();
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
/*
================
R_RecursiveWorldNode
================
*/
void R_RecursiveWorldNode (mnode_t *node)
{
int i, c, side, *pindex;
vec3_t acceptpt, rejectpt;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double d, dot;
vec3_t mins, maxs;
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;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
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;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
R_RecursiveWorldNode (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
if (dot < 0 -BACKFACE_EPSILON)
side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
// don't backface underwater surfaces, because they warp
if ( !(surf->flags & SURF_UNDERWATER) && ( (dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) )
continue; // wrong side
// if sorting by texture, just store it out
if (gl_texsort.value)
{
if (!mirror
|| surf->texinfo->texture != cl.worldmodel->textures[mirrortexturenum])
{
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
} else if (surf->flags & SURF_DRAWSKY) {
surf->texturechain = skychain;
skychain = surf;
} else if (surf->flags & SURF_DRAWTURB) {
surf->texturechain = waterchain;
waterchain = surf;
} else
R_DrawSequentialPoly (surf);
}
}
}
// recurse down the back side
R_RecursiveWorldNode (node->children[!side]);
}
/*
=============
R_DrawWorld
=============
*/
void R_DrawWorld (void)
{
entity_t ent;
int i;
memset (&ent, 0, sizeof(ent));
ent.model = cl.worldmodel;
VectorCopy (r_refdef.vieworg, modelorg);
currententity = &ent;
currenttexture = -1;
glColor3f (1,1,1);
memset (lightmap_polys, 0, sizeof(lightmap_polys));
#ifdef QUAKE2
R_ClearSkyBox ();
#endif
R_RecursiveWorldNode (cl.worldmodel->nodes);
DrawTextureChains ();
R_BlendLightmaps ();
#ifdef QUAKE2
R_DrawSkyBox ();
#endif
}
/*
===============
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 ; 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 bestx;
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;
for (i=0 ; i<w ; i++)
allocated[texnum][*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
}
mvertex_t *r_pcurrentvertbase;
model_t *currentmodel;
int nColinElim;
/*
================
BuildSurfaceDisplayList
================
*/
void BuildSurfaceDisplayList (msurface_t *fa)
{
int i, lindex, lnumverts, s_axis, t_axis;
float dist, lastdist, lzi, scale, u, v, frac;
unsigned mask;
vec3_t local, transformed;
medge_t *pedges, *r_pedge;
mplane_t *pplane;
int vertpage, newverts, newpage, lastvert;
qboolean visible;
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.value && !(fa->flags & SURF_UNDERWATER) )
{
for (i = 0 ; i < lnumverts ; ++i)
{
vec3_t v1, v2;
float *prev, *this, *next;
float f;
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, s, t, l, i;
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*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
base += (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;
extern qboolean isPermedia;
memset (allocated, 0, sizeof(allocated));
r_framecount = 1; // no dlightcache
if (!lightmap_textures)
{
lightmap_textures = texture_extension_number;
texture_extension_number += MAX_LIGHTMAPS;
}
gl_lightmap_format = GL_LUMINANCE;
// default differently on the Permedia
if (isPermedia)
gl_lightmap_format = GL_RGBA;
if (COM_CheckParm ("-lm_1"))
gl_lightmap_format = GL_LUMINANCE;
if (COM_CheckParm ("-lm_a"))
gl_lightmap_format = GL_ALPHA;
if (COM_CheckParm ("-lm_i"))
gl_lightmap_format = GL_INTENSITY;
if (COM_CheckParm ("-lm_2"))
gl_lightmap_format = GL_RGBA4;
if (COM_CheckParm ("-lm_4"))
gl_lightmap_format = GL_RGBA;
switch (gl_lightmap_format)
{
case GL_RGBA:
lightmap_bytes = 4;
break;
case GL_RGBA4:
lightmap_bytes = 2;
break;
case GL_LUMINANCE:
case GL_INTENSITY:
case GL_ALPHA:
lightmap_bytes = 1;
break;
}
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++)
{
GL_CreateSurfaceLightmap (m->surfaces + i);
if ( m->surfaces[i].flags & SURF_DRAWTURB )
continue;
#ifndef QUAKE2
if ( m->surfaces[i].flags & SURF_DRAWSKY )
continue;
#endif
BuildSurfaceDisplayList (m->surfaces + i);
}
}
if (!gl_texsort.value)
GL_SelectTexture(TEXTURE1_SGIS);
//
// 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;
GL_Bind(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*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
}
if (!gl_texsort.value)
GL_SelectTexture(TEXTURE0_SGIS);
}