/* 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 static __attribute__ ((unused)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include "QF/cvar.h" #include "QF/render.h" #include "QF/sys.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_cvar.h" #include "r_local.h" #include "r_shared.h" int skytexturenum; glpoly_t *fullbright_polys[MAX_GLTEXTURES]; msurface_t *waterchain = NULL; msurface_t **waterchain_tail = &waterchain; msurface_t *sky_chain; msurface_t **sky_chain_tail; #define CHAIN_SURF_F2B(surf,chain) \ do { \ *(chain##_tail) = (surf); \ (chain##_tail) = &(surf)->texturechain; \ *(chain##_tail) = 0; \ } while (0) #define CHAIN_SURF_B2F(surf,chain) \ do { \ (surf)->texturechain = (chain); \ (chain) = (surf); \ } while (0) extern int lightmap_textures; extern qboolean lightmap_modified[MAX_LIGHTMAPS]; extern glpoly_t *lightmap_polys[MAX_LIGHTMAPS]; extern glRect_t lightmap_rectchange[MAX_LIGHTMAPS]; /* R_TextureAnimation Returns the proper texture for a given time and base texture */ texture_t * R_TextureAnimation (msurface_t *surf) { texture_t *base = surf->texinfo->texture; int count, relative; if (currententity->frame) { if (base->alternate_anims) base = base->alternate_anims; } relative = (int) (r_realtime * 10) % base->anim_total; count = 0; while (base->anim_min > relative || base->anim_max <= relative) { base = base->anim_next; if (!base) Sys_Error ("R_TextureAnimation: broken cycle"); if (++count > 100) Sys_Error ("R_TextureAnimation: infinite cycle"); } return base; } // BRUSH MODELS =============================================================== static void R_RenderFullbrights (void) { float *v; int i, j; glpoly_t *p; qfglBlendFunc (GL_ONE, GL_ONE); for (i = 1; i < MAX_GLTEXTURES; i++) { if (!fullbright_polys[i]) continue; qfglBindTexture (GL_TEXTURE_2D, i); for (p = fullbright_polys[i]; p; p = p->fb_chain) { qfglBegin (GL_POLYGON); for (j = 0, v = p->verts[0]; j < p->numverts; j++, v += VERTEXSIZE) { qfglTexCoord2fv (&v[3]); qfglVertex3fv (v); } qfglEnd (); } } qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } inline void R_RenderBrushPoly (msurface_t *fa) { float *v; int maps, smax, tmax, i; glRect_t *theRect; c_brush_polys++; qfglBegin (GL_POLYGON); v = fa->polys->verts[0]; for (i = 0; i < fa->polys->numverts; i++, v += VERTEXSIZE) { qfglTexCoord2fv (&v[3]); qfglVertex3fv (v); } qfglEnd (); // 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) || fa->cached_dlight) { 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; R_BuildLightMap (fa); } } } void R_DrawWaterSurfaces (void) { int i; msurface_t *s; if (!waterchain) return; // go back to the world matrix qfglLoadMatrixf (r_world_matrix); if (cl_wateralpha < 1.0) { qfglDepthMask (GL_FALSE); color_white[3] = cl_wateralpha * 255; qfglColor4ubv (color_white); } i = -1; for (s = waterchain; s; s = s->texturechain) { if (i != s->texinfo->texture->gl_texturenum) { i = s->texinfo->texture->gl_texturenum; qfglBindTexture (GL_TEXTURE_2D, i); } EmitWaterPolys (s); } waterchain = NULL; waterchain_tail = &waterchain; if (cl_wateralpha < 1.0) { qfglDepthMask (GL_TRUE); qfglColor3ubv (color_white); } } static inline void DrawTextureChains (void) { int i; msurface_t *s; texture_t *tex; qfglDisable (GL_BLEND); for (i = 0; i < r_worldentity.model->numtextures; i++) { tex = r_worldentity.model->textures[i]; if (!tex) continue; qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum); for (s = tex->texturechain; s; s = s->texturechain) R_RenderBrushPoly (s); tex->texturechain = NULL; tex->texturechain_tail = &tex->texturechain; } tex = r_notexture_mip; tex->texturechain = NULL; tex->texturechain_tail = &tex->texturechain; qfglEnable (GL_BLEND); } void R_DrawBrushModel (entity_t *e) { float dot, radius; float color[4]; int i; unsigned int k; model_t *model; mplane_t *pplane; msurface_t *psurf; qboolean rotated; vec3_t mins, maxs; model = e->model; if (e->angles[0] || e->angles[1] || e->angles[2]) { rotated = true; radius = model->radius; #if 0 //QSG FIXME if (e->scale != 1.0) radius *= e->scale; #endif if (R_CullSphere (e->origin, radius)) return; } else { rotated = false; VectorAdd (e->origin, model->mins, mins); VectorAdd (e->origin, 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 (mins, maxs)) return; } VectorCopy (e->colormod, color); color[3] = e->colormod[3]; memset (lightmap_polys, 0, sizeof (lightmap_polys)); memset (fullbright_polys, 0, sizeof (fullbright_polys)); VectorSubtract (r_refdef.vieworg, e->origin, modelorg); if (rotated) { vec3_t temp, 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 = &model->surfaces[model->firstmodelsurface]; // calculate dynamic lighting for bmodel if it's not an instanced model if (model->firstmodelsurface != 0 && r_dlight_lightmap->int_val) { vec3_t lightorigin; for (k = 0; k < r_maxdlights; k++) { if ((r_dlights[k].die < r_realtime) || (!r_dlights[k].radius)) continue; VectorSubtract (r_dlights[k].origin, e->origin, lightorigin); R_RecursiveMarkLights (lightorigin, &r_dlights[k], 1 << k, model->nodes + model->hulls[0].firstclipnode); } } qfglPushMatrix (); 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 < model->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) { qfglBindTexture (GL_TEXTURE_2D, psurf->texinfo->texture->gl_texturenum); if (cl_wateralpha < 1.0) { qfglDepthMask (GL_FALSE); color[3] *= cl_wateralpha; qfglColor4fv (color); EmitWaterPolys (psurf); qfglColor3ubv (color_white); qfglDepthMask (GL_TRUE); } else { qfglColor4fv (color); EmitWaterPolys (psurf); qfglColor3ubv (color_white); } } else if (psurf->flags & SURF_DRAWSKY) { // QSG FIXME: add modelalpha support for sky brushes CHAIN_SURF_F2B (psurf, sky_chain); } else { texture_t *tex; if (!psurf->texinfo->texture->anim_total) tex = psurf->texinfo->texture; else tex = R_TextureAnimation (psurf); if (tex->gl_fb_texturenum > 0) { psurf->polys->fb_chain = fullbright_polys[tex->gl_fb_texturenum]; fullbright_polys[tex->gl_fb_texturenum] = psurf->polys; } qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum); qfglColor4fv (color); R_RenderBrushPoly (psurf); qfglColor3ubv (color_white); } } } R_CalcAndBlendLightmaps (); if (gl_fb_bmodels->int_val) R_RenderFullbrights (); qfglPopMatrix (); } // WORLD MODEL ================================================================ static void R_RecursiveWorldNode (mnode_t *node) { double dot; int c, side; mleaf_t *pleaf; mplane_t *plane; msurface_t *surf; if (node->contents == CONTENTS_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; // 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 appropriate sides // find which side of the node we are on plane = node->plane; if (plane->type < 3) dot = modelorg[plane->type] - plane->dist; else dot = DotProduct (modelorg, plane->normal) - plane->dist; side = dot < 0; // recurse down the children, front side first R_RecursiveWorldNode (node->children[side]); // sneaky hack for side = side ? SURF_PLANEBACK : 0; side = (~side + 1) & SURF_PLANEBACK; // draw stuff if ((c = node->numsurfaces)) { surf = r_worldentity.model->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 if (surf->flags & SURF_DRAWTURB) { CHAIN_SURF_B2F (surf, waterchain); } else if (surf->flags & SURF_DRAWSKY) { CHAIN_SURF_F2B (surf, sky_chain); } else { texture_t *tex; if (!surf->texinfo->texture->anim_total) tex = surf->texinfo->texture; else tex = R_TextureAnimation (surf); if (tex->gl_fb_texturenum > 0) { surf->polys->fb_chain = fullbright_polys[tex->gl_fb_texturenum]; fullbright_polys[tex->gl_fb_texturenum] = surf->polys; } CHAIN_SURF_F2B (surf, tex->texturechain); } } } // recurse down the back side R_RecursiveWorldNode (node->children[!side]); } void R_DrawWorld (void) { entity_t ent; memset (&ent, 0, sizeof (ent)); ent.model = r_worldentity.model; VectorCopy (r_refdef.vieworg, modelorg); currententity = &ent; memset (lightmap_polys, 0, sizeof (lightmap_polys)); memset (fullbright_polys, 0, sizeof (fullbright_polys)); sky_chain = 0; sky_chain_tail = &sky_chain; if (!gl_sky_clip->int_val) { R_DrawSky (); } R_RecursiveWorldNode (r_worldentity.model->nodes); R_DrawSkyChain (sky_chain); DrawTextureChains (); R_CalcLightmaps (); R_BlendLightmaps (); if (gl_fb_bmodels->int_val) R_RenderFullbrights (); } void R_MarkLeaves (void) { byte solid[4096]; byte *vis; int c; unsigned int i; mleaf_t *leaf; mnode_t *node; msurface_t **mark; 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, (r_worldentity.model->numleafs + 7) >> 3); } else vis = Mod_LeafPVS (r_viewleaf, r_worldentity.model); for (i = 0; (int) i < r_worldentity.model->numleafs; i++) { if (vis[i >> 3] & (1 << (i & 7))) { leaf = &r_worldentity.model->leafs[i + 1]; if ((c = leaf->nummarksurfaces)) { mark = leaf->firstmarksurface; do { (*mark)->visframe = r_visframecount; mark++; } while (--c); } node = (mnode_t *) leaf; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } } int nColinElim; model_t *currentmodel; mvertex_t *r_pcurrentvertbase; void BuildSurfaceDisplayList (msurface_t *fa) { float s, t; float *vec; int lindex, lnumverts, vertpage, i; glpoly_t *poly; medge_t *pedges, *r_pedge; // 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; }