/* 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__ ((used)) 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_internal.h" static instsurf_t *waterchain = NULL; static instsurf_t **waterchain_tail = &waterchain; static instsurf_t *sky_chain; static instsurf_t **sky_chain_tail; #define CHAIN_SURF_F2B(surf,chain) \ do { \ instsurf_t *inst = (surf)->instsurf; \ if (__builtin_expect(!inst, 1)) \ (surf)->tinst = inst = get_instsurf (); \ inst->surface = (surf); \ *(chain##_tail) = inst; \ (chain##_tail) = &inst->tex_chain; \ *(chain##_tail) = 0; \ } while (0) #define CHAIN_SURF_B2F(surf,chain) \ do { \ instsurf_t *inst = (surf)->instsurf; \ if (__builtin_expect(!inst, 1)) \ (surf)->tinst = inst = get_instsurf (); \ inst->surface = (surf); \ inst->tex_chain = (chain); \ (chain) = inst; \ } while (0) static texture_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 R_AddTexture (texture_t *tex) { 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 (texture_t *)); for (i = r_num_texture_chains; i < max_texture_chains; i++) r_texture_chains[i] = 0; } r_texture_chains[r_num_texture_chains++] = tex; tex->tex_chain = NULL; tex->tex_chain_tail = &tex->tex_chain; } void R_InitSurfaceChains (model_t *model) { int i; if (static_chains) free (static_chains); static_chains = calloc (model->nummodelsurfaces, sizeof (instsurf_t)); for (i = 0; i < model->nummodelsurfaces; i++) model->surfaces[i].instsurf = static_chains + i; release_instsurfs (); } void 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; texture_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 *fa) { float *v; int i; c_brush_polys++; qfglBegin (GL_POLYGON); v = fa->polys->verts[0]; for (i = 0; i < fa->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 *fa) { float *v; int i; c_brush_polys++; qfglBegin (GL_POLYGON); v = fa->polys->verts[0]; for (i = 0; i < fa->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 *fa) { float *v; int i; 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 (); } static inline void R_AddToLightmapChain (msurface_t *fa) { int maps, smax, tmax; glRect_t *theRect; instsurf_t *sc; // add the poly to the proper lightmap chain if (!(sc = fa->instsurf)) sc = fa->tinst; sc->lm_chain = gl_lightmap_polys[fa->lightmaptexturenum]; gl_lightmap_polys[fa->lightmaptexturenum] = sc; // 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) { gl_lightmap_modified[fa->lightmaptexturenum] = true; theRect = &gl_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; instsurf_t *s; msurface_t *fa; float wateralpha = max (vr_data.min_wateralpha, r_wateralpha->value); if (!waterchain) return; // go back to the world matrix qfglLoadMatrixf (r_world_matrix); 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) { fa = s->surface; if (s->transform) qfglLoadMatrixf (s->transform); else qfglLoadMatrixf (r_world_matrix); if (i != fa->texinfo->texture->gl_texturenum) { i = fa->texinfo->texture->gl_texturenum; qfglBindTexture (GL_TEXTURE_2D, i); } GL_EmitWaterPolys (fa); } qfglLoadMatrixf (r_world_matrix); 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 *fa; texture_t *tex; if (gl_mtex_active_tmus >= 2) { // Lightmaps qglActiveTexture (gl_mtex_enum + 1); qfglEnable (GL_TEXTURE_2D); // 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); qglActiveTexture (gl_mtex_enum + 1); for (s = tex->tex_chain; s; s = s->tex_chain) { fa = s->surface; if (s->transform) { qfglPushMatrix (); qfglLoadMatrixf (s->transform); } if (s->color && do_bind) qfglColor4fv (s->color); qfglBindTexture (GL_TEXTURE_2D, gl_lightmap_textures + fa->lightmaptexturenum); R_RenderBrushPoly_3 (fa); 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 { qglActiveTexture (gl_mtex_enum + 1); for (s = tex->tex_chain; s; s = s->tex_chain) { fa = s->surface; qfglBindTexture (GL_TEXTURE_2D, gl_lightmap_textures + fa->lightmaptexturenum); if (s->transform) { qfglPushMatrix (); qfglLoadMatrixf (s->transform); } if (s->color && do_bind) qfglColor4fv (s->color); R_RenderBrushPoly_2 (fa); 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; texture_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; tex->tex_chain = NULL; tex->tex_chain_tail = &tex->tex_chain; release_instsurfs (); memset (gl_lightmap_polys, 0, sizeof (gl_lightmap_polys)); } static inline void chain_surface (msurface_t *surf, vec_t *transform, float *color) { instsurf_t *sc; 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); CHAIN_SURF_F2B (surf, tex->tex_chain); R_AddToLightmapChain (surf); } if (!(sc = surf->instsurf)) sc = surf->tinst; sc->transform = transform; sc->color = color; } void R_DrawBrushModel (entity_t *e) { float dot, radius; int i; unsigned int k; model_t *model; plane_t *pplane; msurface_t *psurf; qboolean rotated; vec3_t mins, maxs; model = e->model; if (e->transform[0] != 1 || e->transform[5] != 1 || e->transform[10] != 1) { 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; } VectorSubtract (r_refdef.vieworg, e->origin, modelorg); if (rotated) { vec3_t temp; VectorCopy (modelorg, temp); modelorg[0] = DotProduct (temp, e->transform + 0); modelorg[1] = DotProduct (temp, e->transform + 4); modelorg[2] = DotProduct (temp, e->transform + 8); } // 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 < vr_data.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 (); R_RotateForEntity (e); qfglGetFloatv (GL_MODELVIEW_MATRIX, e->full_transform); qfglPopMatrix (); psurf = &model->surfaces[model->firstmodelsurface]; // 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))) { chain_surface (psurf, e->full_transform, e->colormod); } } } // 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; if (plane->type < 3) return (modelorg[plane->type] - plane->dist) < 0; return (DotProduct (modelorg, plane->normal) - plane->dist) < 0; } static inline void visit_node (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 = 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 chain_surface (surf, 0, 0); } } } static inline int test_node (mnode_t *node) { if (node->contents < 0) return 0; if (node->visframe != r_visframecount) return 0; if (R_CullBox (node->minmaxs, node->minmaxs + 3)) return 0; return 1; } static void R_VisitWorldNodes (mnode_t *node) { #define NODE_STACK 1024 struct { mnode_t *node; int side; } *node_ptr, node_stack[NODE_STACK]; mnode_t *front; int side; node_ptr = node_stack; while (1) { while (test_node (node)) { side = get_side (node); front = node->children[side]; if (test_node (front)) { if (node_ptr - node_stack == NODE_STACK) Sys_Error ("node_stack overflow"); 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 (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 (node, side); node = node->children[!side]; continue; } break; } if (node->contents < 0 && node->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) node); } void R_DrawWorld (void) { entity_t worldent; memset (&worldent, 0, sizeof (worldent)); worldent.model = r_worldentity.model; VectorCopy (r_refdef.vieworg, modelorg); currententity = &worldent; sky_chain = 0; sky_chain_tail = &sky_chain; if (!gl_sky_clip->int_val) { R_DrawSky (); } R_VisitWorldNodes (r_worldentity.model->nodes); if (r_drawentities->int_val) { entity_t *ent; for (ent = r_ent_queue; ent; ent = ent->next) { if (ent->model->type != mod_brush) continue; currententity = ent; R_DrawBrushModel (currententity); } } R_CalcLightmaps (); R_DrawSkyChain (sky_chain); if (!Fog_GetDensity () || (gl_fb_bmodels->int_val && 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) R_BlendLightmaps (); if (gl_fb_bmodels->int_val && !gl_mtex_fullbright) R_RenderFullbrights (); } else { if (gl_mtex_active_tmus > 1) { // textures and lightmaps in one pass // black fog // no blending Fog_StartAdditive (); DrawTextureChains (1, 1); // buf = fTL + (1-f)0 // = fTL } else { // texture pass + lightmap pass // no fog // no blending Fog_DisableGFog (); DrawTextureChains (1, 1); // buf = T // black fog // blend: buf = zero, src (non-overbright) // FIXME overbright broken? Fog_EnableGFog (); Fog_StartAdditive (); 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) 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 (msurface_t *fa) { float s, t; float *vec; int lindex, lnumverts, i; glpoly_t *poly; medge_t *pedges, *r_pedge; // reconstruct the polygon pedges = gl_currentmodel->edges; lnumverts = fa->numedges; // 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 = gl_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; // retry next vertex next time, which is now current vertex --i; } } } poly->numverts = lnumverts; }