/* 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "qfalloca.h" #include #include #include "QF/cvar.h" #include "QF/render.h" #include "QF/sys.h" #include "QF/scene/entity.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_lightmap.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_rsurf.h" #include "QF/GL/qf_sky.h" #include "QF/GL/qf_textures.h" #include "QF/GL/qf_vid.h" #include "compat.h" #include "r_internal.h" #include "vid_gl.h" static instsurf_t *waterchain = NULL; static instsurf_t **waterchain_tail = &waterchain; static instsurf_t *sky_chain; static instsurf_t **sky_chain_tail; typedef struct glbspctx_s { mod_brush_t *brush; entity_t *entity; vec_t *transform; float *color; } glbspctx_t; #define CHAIN_SURF_F2B(surf,chain) \ ({ \ instsurf_t *inst = (surf)->instsurf; \ if (__builtin_expect(!inst, 1)) \ inst = get_instsurf (); \ inst->surface = (surf); \ *(chain##_tail) = inst; \ (chain##_tail) = &inst->tex_chain; \ *(chain##_tail) = 0; \ inst; \ }) #define CHAIN_SURF_B2F(surf,chain) \ ({ \ instsurf_t *inst = (surf)->instsurf; \ if (__builtin_expect(!inst, 1)) \ inst = get_instsurf (); \ inst->surface = (surf); \ inst->tex_chain = (chain); \ (chain) = inst; \ inst; \ }) static gltex_t **r_texture_chains; static int r_num_texture_chains; static int max_texture_chains; static instsurf_t *static_chains; static instsurf_t *free_instsurfs; static instsurf_t *alloced_instsurfs; static instsurf_t **alloced_instsurfs_tail = &alloced_instsurfs; #define NUM_INSTSURFS (64 * 6) // most brush models are simple boxes. static inline instsurf_t * get_instsurf (void) { instsurf_t *instsurf; if (!free_instsurfs) { int i; free_instsurfs = calloc (NUM_INSTSURFS, sizeof (instsurf_t)); for (i = 0; i < NUM_INSTSURFS - 1; i++) free_instsurfs[i]._next = &free_instsurfs[i + 1]; } instsurf = free_instsurfs; free_instsurfs = instsurf->_next; instsurf->_next = 0; //build the chain of allocated instance surfaces so they can all be freed //in one go *alloced_instsurfs_tail = instsurf; alloced_instsurfs_tail = &instsurf->_next; return instsurf; } static inline void release_instsurfs (void) { if (alloced_instsurfs) { *alloced_instsurfs_tail = free_instsurfs; free_instsurfs = alloced_instsurfs; alloced_instsurfs = 0; alloced_instsurfs_tail = &alloced_instsurfs; } } void gl_R_AddTexture (texture_t *tx) { int i; if (r_num_texture_chains == max_texture_chains) { max_texture_chains += 64; r_texture_chains = realloc (r_texture_chains, max_texture_chains * sizeof (gltex_t *)); for (i = r_num_texture_chains; i < max_texture_chains; i++) r_texture_chains[i] = 0; } gltex_t *tex = tx->render; r_texture_chains[r_num_texture_chains++] = tex; tex->tex_chain = NULL; tex->tex_chain_tail = &tex->tex_chain; } void gl_R_InitSurfaceChains (mod_brush_t *brush) { if (static_chains) free (static_chains); static_chains = calloc (brush->nummodelsurfaces, sizeof (instsurf_t)); for (unsigned i = 0; i < brush->nummodelsurfaces; i++) brush->surfaces[i].instsurf = static_chains + i; release_instsurfs (); } void gl_R_ClearTextures (void) { r_num_texture_chains = 0; } // BRUSH MODELS =============================================================== static void R_RenderFullbrights (void) { float *v; int i, j; glpoly_t *p; instsurf_t *sc; gltex_t *tex; for (i = 0; i < r_num_texture_chains; i++) { if (!(tex = r_texture_chains[i]) || !tex->gl_fb_texturenum) continue; qfglBindTexture (GL_TEXTURE_2D, tex->gl_fb_texturenum); for (sc = tex->tex_chain; sc; sc = sc->tex_chain) { if (sc->transform) { qfglPushMatrix (); qfglLoadMatrixf (sc->transform); } if (sc->color) qfglColor4fv (sc->color); for (p = sc->surface->polys; p; p = p->next) { qfglBegin (GL_POLYGON); for (j = 0, v = p->verts[0]; j < p->numverts; j++, v += VERTEXSIZE) { qfglTexCoord2fv (&v[3]); qfglVertex3fv (v); } qfglEnd (); } if (sc->transform) qfglPopMatrix (); if (sc->color) qfglColor3ubv (color_white); } } } static inline void R_RenderBrushPoly_3 (msurface_t *surf) { float *v; int i; gl_ctx->brush_polys++; qfglBegin (GL_POLYGON); v = surf->polys->verts[0]; for (i = 0; i < surf->polys->numverts; i++, v += VERTEXSIZE) { qglMultiTexCoord2fv (gl_mtex_enum + 0, &v[3]); qglMultiTexCoord2fv (gl_mtex_enum + 1, &v[5]); qglMultiTexCoord2fv (gl_mtex_enum + 2, &v[3]); qfglVertex3fv (v); } qfglEnd (); } static inline void R_RenderBrushPoly_2 (msurface_t *surf) { float *v; int i; gl_ctx->brush_polys++; qfglBegin (GL_POLYGON); v = surf->polys->verts[0]; for (i = 0; i < surf->polys->numverts; i++, v += VERTEXSIZE) { qglMultiTexCoord2fv (gl_mtex_enum + 0, &v[3]); qglMultiTexCoord2fv (gl_mtex_enum + 1, &v[5]); qfglVertex3fv (v); } qfglEnd (); } static inline void R_RenderBrushPoly_1 (msurface_t *surf) { float *v; int i; gl_ctx->brush_polys++; qfglBegin (GL_POLYGON); v = surf->polys->verts[0]; for (i = 0; i < surf->polys->numverts; i++, v += VERTEXSIZE) { qfglTexCoord2fv (&v[3]); qfglVertex3fv (v); } qfglEnd (); } static inline void R_AddToLightmapChain (glbspctx_t *bctx, msurface_t *surf, instsurf_t *sc) { int maps; // add the poly to the proper lightmap chain sc->lm_chain = gl_lightmap_polys; gl_lightmap_polys = sc; // check for lightmap modification for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) if (d_lightstylevalue[surf->styles[maps]] != surf->cached_light[maps]) goto dynamic; if ((surf->dlightframe == r_framecount) || surf->cached_dlight) { dynamic: if (r_dynamic) { gl_R_BuildLightMap (bctx->entity->transform, bctx->brush, surf); } } } void gl_R_DrawWaterSurfaces (void) { int i; instsurf_t *s; msurface_t *surf; float wateralpha = max (vr_data.min_wateralpha, r_wateralpha); if (!waterchain) return; if (wateralpha < 1.0) { qfglDepthMask (GL_FALSE); color_white[3] = wateralpha * 255; qfglColor4ubv (color_white); } i = -1; for (s = waterchain; s; s = s->tex_chain) { gltex_t *tex; surf = s->surface; if (s->transform) { qfglPushMatrix (); qfglLoadMatrixf (s->transform); } tex = surf->texinfo->texture->render; if (i != tex->gl_texturenum) { i = tex->gl_texturenum; qfglBindTexture (GL_TEXTURE_2D, i); } GL_EmitWaterPolys (surf); if (s->transform) { qfglPopMatrix (); } } waterchain = NULL; waterchain_tail = &waterchain; if (wateralpha < 1.0) { qfglDepthMask (GL_TRUE); qfglColor3ubv (color_white); } } static void DrawTextureChains (int disable_blend, int do_bind) { int i; instsurf_t *s; msurface_t *surf; gltex_t *tex; if (gl_mtex_active_tmus >= 2) { // Lightmaps qglActiveTexture (gl_mtex_enum + 1); qfglEnable (GL_TEXTURE_2D); qfglBindTexture (GL_TEXTURE_2D, gl_R_LightmapTexture ()); // Base Texture qglActiveTexture (gl_mtex_enum + 0); qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); for (i = 0; i < r_num_texture_chains; i++) { tex = r_texture_chains[i]; if (!tex) continue; qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum); if (tex->gl_fb_texturenum && gl_mtex_fullbright) { qglActiveTexture (gl_mtex_enum + 2); qfglEnable (GL_TEXTURE_2D); qfglBindTexture (GL_TEXTURE_2D, tex->gl_fb_texturenum); for (s = tex->tex_chain; s; s = s->tex_chain) { surf = s->surface; if (s->transform) { qfglPushMatrix (); qfglLoadMatrixf (s->transform); } if (s->color && do_bind) qfglColor4fv (s->color); R_RenderBrushPoly_3 (surf); if (s->transform) qfglPopMatrix (); if (s->color && do_bind) qfglColor3ubv (color_white); } qglActiveTexture (gl_mtex_enum + 2); qfglDisable (GL_TEXTURE_2D); qglActiveTexture (gl_mtex_enum + 0); } else { for (s = tex->tex_chain; s; s = s->tex_chain) { surf = s->surface; if (s->transform) { qfglPushMatrix (); qfglLoadMatrixf (s->transform); } if (s->color && do_bind) qfglColor4fv (s->color); R_RenderBrushPoly_2 (surf); if (s->transform) qfglPopMatrix (); if (s->color && do_bind) qfglColor3ubv (color_white); } qglActiveTexture (gl_mtex_enum + 0); } } // Turn off lightmaps for other entities qglActiveTexture (gl_mtex_enum + 1); qfglDisable (GL_TEXTURE_2D); // Reset mode for default TMU qglActiveTexture (gl_mtex_enum + 0); qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else { if (disable_blend) qfglDisable (GL_BLEND); for (i = 0; i < r_num_texture_chains; i++) { tex = r_texture_chains[i]; if (!tex) continue; if (do_bind) qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum); for (s = tex->tex_chain; s; s = s->tex_chain) { if (s->transform) { qfglPushMatrix (); qfglLoadMatrixf (s->transform); } R_RenderBrushPoly_1 (s->surface); if (s->transform) qfglPopMatrix (); if (s->color && do_bind) qfglColor3ubv (color_white); } } if (disable_blend) qfglEnable (GL_BLEND); } } static void clear_texture_chains (void) { int i; gltex_t *tex; for (i = 0; i < r_num_texture_chains; i++) { tex = r_texture_chains[i]; if (!tex) continue; tex->tex_chain = NULL; tex->tex_chain_tail = &tex->tex_chain; } tex = r_notexture_mip->render; tex->tex_chain = NULL; tex->tex_chain_tail = &tex->tex_chain; release_instsurfs (); gl_lightmap_polys = 0; } static inline void chain_surface (glbspctx_t *bctx, msurface_t *surf) { instsurf_t *sc; if (surf->flags & SURF_DRAWTURB) { sc = CHAIN_SURF_B2F (surf, waterchain); } else if (surf->flags & SURF_DRAWSKY) { sc = CHAIN_SURF_F2B (surf, sky_chain); } else { texture_t *tx; gltex_t *tex; if (!surf->texinfo->texture->anim_total) tx = surf->texinfo->texture; else tx = R_TextureAnimation (bctx->entity, surf); tex = tx->render; sc = CHAIN_SURF_F2B (surf, tex->tex_chain); R_AddToLightmapChain (bctx, surf, sc); } sc->transform = bctx->transform; sc->color = bctx->color; } void gl_R_DrawBrushModel (entity_t *e) { float dot, radius; msurface_t *surf; qboolean rotated; vec3_t mins, maxs; mat4f_t worldMatrix; model_t *model = e->renderer.model; mod_brush_t *brush = &model->brush; glbspctx_t bspctx = { brush, e, e->renderer.full_transform, e->renderer.colormod, }; Transform_GetWorldMatrix (e->transform, worldMatrix); if (worldMatrix[0][0] != 1 || worldMatrix[1][1] != 1 || worldMatrix[2][2] != 1) { rotated = true; radius = model->radius; #if 0 //QSG FIXME if (e->scale != 1.0) radius *= e->scale; #endif if (R_CullSphere (r_refdef.frustum, (vec_t*)&worldMatrix[3], radius)) {//FIXME return; } } else { rotated = false; VectorAdd (worldMatrix[3], model->mins, mins); VectorAdd (worldMatrix[3], model->maxs, maxs); #if 0 // QSG FIXME if (e->scale != 1.0) { VectorScale (mins, e->scale, mins); VectorScale (maxs, e->scale, maxs); } #endif if (R_CullBox (r_refdef.frustum, mins, maxs)) return; } vec4f_t relviewpos = r_refdef.frame.position - worldMatrix[3]; if (rotated) { vec4f_t temp = relviewpos; relviewpos[0] = dotf (temp, worldMatrix[0])[0]; relviewpos[1] = dotf (temp, worldMatrix[1])[0]; relviewpos[2] = dotf (temp, worldMatrix[2])[0]; } // calculate dynamic lighting for bmodel if it's not an instanced model if (brush->firstmodelsurface != 0 && r_dlight_lightmap) { vec3_t lightorigin; for (unsigned k = 0; k < r_maxdlights; k++) { if ((r_dlights[k].die < vr_data.realtime) || (!r_dlights[k].radius)) continue; VectorSubtract (r_dlights[k].origin, worldMatrix[3], lightorigin); R_RecursiveMarkLights (brush, lightorigin, &r_dlights[k], k, brush->nodes + brush->hulls[0].firstclipnode); } } qfglPushMatrix (); gl_R_RotateForEntity (e); qfglGetFloatv (GL_MODELVIEW_MATRIX, e->renderer.full_transform); qfglPopMatrix (); surf = &brush->surfaces[brush->firstmodelsurface]; // draw texture for (unsigned i = 0; i < brush->nummodelsurfaces; i++, surf++) { // find which side of the node we are on plane_t *plane = surf->plane; dot = DotProduct (relviewpos, plane->normal) - plane->dist; // draw the polygon if (((surf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(surf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { chain_surface (&bspctx, surf); } } } // WORLD MODEL ================================================================ static inline void visit_leaf (mleaf_t *leaf) { // deal with model fragments in this leaf if (leaf->efrags) R_StoreEfrags (leaf->efrags); } static inline int get_side (mnode_t *node) { // find which side of the node we are on plane_t *plane = node->plane; vec4f_t org = r_refdef.frame.position; if (plane->type < 3) return (org[plane->type] - plane->dist) < 0; return (DotProduct (org, plane->normal) - plane->dist) < 0; } static inline void visit_node (glbspctx_t *bctx, mnode_t *node, int side) { int c; msurface_t *surf; // sneaky hack for side = side ? SURF_PLANEBACK : 0; side = (~side + 1) & SURF_PLANEBACK; // draw stuff if ((c = node->numsurfaces)) { surf = bctx->brush->surfaces + node->firstsurface; for (; c; c--, surf++) { if (surf->visframe != r_visframecount) continue; // side is either 0 or SURF_PLANEBACK if (side ^ (surf->flags & SURF_PLANEBACK)) continue; // wrong side chain_surface (bctx, surf); } } } static inline int test_node (mnode_t *node) { if (node->contents < 0) return 0; if (node->visframe != r_visframecount) return 0; if (R_CullBox (r_refdef.frustum, node->minmaxs, node->minmaxs + 3)) return 0; return 1; } static void R_VisitWorldNodes (glbspctx_t *bctx) { typedef struct { mnode_t *node; int side; } rstack_t; mod_brush_t *brush = bctx->brush; rstack_t *node_ptr; rstack_t *node_stack; mnode_t *node; mnode_t *front; int side; node = brush->nodes; // +2 for paranoia node_stack = alloca ((brush->depth + 2) * sizeof (rstack_t)); node_ptr = node_stack; while (1) { while (test_node (node)) { side = get_side (node); front = node->children[side]; if (test_node (front)) { node_ptr->node = node; node_ptr->side = side; node_ptr++; node = front; continue; } if (front->contents < 0 && front->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) front); visit_node (bctx, node, side); node = node->children[!side]; } if (node->contents < 0 && node->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) node); if (node_ptr != node_stack) { node_ptr--; node = node_ptr->node; side = node_ptr->side; visit_node (bctx, node, side); node = node->children[!side]; continue; } break; } } void gl_R_DrawWorld (void) { entity_t worldent; glbspctx_t bctx = { }; memset (&worldent, 0, sizeof (worldent)); worldent.renderer.model = r_refdef.worldmodel; sky_chain = 0; sky_chain_tail = &sky_chain; if (!gl_sky_clip) { gl_R_DrawSky (); } bctx.brush = &worldent.renderer.model->brush; bctx.entity = &worldent; R_VisitWorldNodes (&bctx); gl_R_DrawSkyChain (sky_chain); if (r_drawentities) { for (size_t i = 0; i < r_ent_queue->ent_queues[mod_brush].size; i++) { \ entity_t *ent = r_ent_queue->ent_queues[mod_brush].a[i]; \ gl_R_DrawBrushModel (ent); } } gl_R_FlushLightmaps (); if (!Fog_GetDensity () || (gl_fb_bmodels && gl_mtex_fullbright) || gl_mtex_active_tmus > 1) { // we have enough active TMUs to render everything in one go // or we're not doing fog DrawTextureChains (1, 1); if (gl_mtex_active_tmus <= 1) gl_R_BlendLightmaps (); if (gl_fb_bmodels && !gl_mtex_fullbright) R_RenderFullbrights (); } else { if (gl_mtex_active_tmus > 1) { // textures and lightmaps in one pass // black fog // no blending gl_Fog_StartAdditive (); DrawTextureChains (1, 1); // buf = fTL + (1-f)0 // = fTL } else { // texture pass + lightmap pass // no fog // no blending gl_Fog_DisableGFog (); DrawTextureChains (1, 1); // buf = T // black fog // blend: buf = zero, src (non-overbright) // FIXME overbright broken? gl_Fog_EnableGFog (); gl_Fog_StartAdditive (); gl_R_BlendLightmaps (); //leaves blending as As, 1-As // buf = I*0 + buf*I // = T*C // = T(fL + (1-f)0) // = fTL } // fullbright pass // fog is still black R_RenderFullbrights (); // buf = aI + (1-a)buf // = aC + (1-a)fTL // = a(fG + (1-f)0) + (1-a)fTL // = afG + (1-a)fTL // = f((1-a)TL + aG) gl_Fog_StopAdditive (); // use fog color qfglDepthMask (GL_FALSE); // don't write Z qfglBlendFunc (GL_ONE, GL_ONE); // draw black polys qfglColor4f (0, 0, 0, 1); DrawTextureChains (0, 0); // buf = I + buf // = C + f((1-a)TL + aG) // = (f0 + (1-f)F) + f((1-a)TL + aG) // = (1-f)F + f((1-a)TL + aG) // = f((1-a)TL + aG) + (1-f)F // restore state qfglColor4ubv (color_white); qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qfglDepthMask (GL_TRUE); } clear_texture_chains (); } model_t *gl_currentmodel; void GL_BuildSurfaceDisplayList (mod_brush_t *brush, msurface_t *surf) { float s, t; float *vec; int lindex, lnumverts, i; glpoly_t *poly; medge_t *pedges, *r_pedge; mvertex_t *vertex_base = brush->vertexes; // reconstruct the polygon pedges = gl_currentmodel->brush.edges; lnumverts = surf->numedges; // draw texture poly = Hunk_Alloc (0, sizeof (glpoly_t) + (lnumverts - 4) * VERTEXSIZE * sizeof (float)); poly->next = surf->polys; poly->flags = surf->flags; surf->polys = poly; poly->numverts = lnumverts; mtexinfo_t *texinfo = surf->texinfo; for (i = 0; i < lnumverts; i++) { lindex = gl_currentmodel->brush.surfedges[surf->firstedge + i]; if (lindex > 0) { r_pedge = &pedges[lindex]; vec = vertex_base[r_pedge->v[0]].position; } else { r_pedge = &pedges[-lindex]; vec = vertex_base[r_pedge->v[1]].position; } s = DotProduct (vec, texinfo->vecs[0]) + texinfo->vecs[0][3]; s /= texinfo->texture->width; t = DotProduct (vec, texinfo->vecs[1]) + texinfo->vecs[1][3]; t /= texinfo->texture->height; VectorCopy (vec, poly->verts[i]); poly->verts[i][3] = s; poly->verts[i][4] = t; // lightmap texture coordinates s = DotProduct (vec, texinfo->vecs[0]) + texinfo->vecs[0][3]; t = DotProduct (vec, texinfo->vecs[1]) + texinfo->vecs[1][3]; s -= surf->texturemins[0]; t -= surf->texturemins[1]; s += surf->lightpic->rect->x * 16 + 8; t += surf->lightpic->rect->y * 16 + 8; s /= 16; t /= 16; poly->verts[i][5] = s * surf->lightpic->size; poly->verts[i][6] = t * surf->lightpic->size; } // remove co-linear points - Ed if (!gl_keeptjunctions && !(surf->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; // retry next vertex next time, which is now current vertex --i; } } } poly->numverts = lnumverts; }