quakeforge/libs/video/renderer/gl/gl_rsurf.c
Zephaniah E. Hull 3715430479 This is changing more then I wanted to at once, however.
The major change is that we no longer require libGL to even exist on the
system at compile time for the GL targets, we dynamicly link to the
libGL of choice at run time. (This probably breaks most non-linux
systems, and all GL targets except -glx, some fixup will be needed.)
(This also kills glquake, dead dead DEAD! GONE FOREVER! WHEE!)

Some gl_draw cleanup.

Commented out equake alias model occlusion test stuff, very experimental.

Added the .lo and .la patterns to the .gitignore files.

Some minor sbar cleanup. (We don't use the disc in use symbol for
anything.)
2001-06-24 09:25:55 +00:00

1211 lines
29 KiB
C

/*
gl_rsurf.c
surface-related refresh code
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include "compat.h"
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "r_cvar.h"
#include "r_local.h"
#include "r_shared.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_vid.h"
#include "QF/GL/qf_sky.h"
void EmitWaterPolys (msurface_t *fa);
qboolean r_cache_thrash;
int skytexturenum;
extern vec3_t shadecolor; // Ender (Extend) Colormod
int gl_internalformat;
int lightmap_bytes; // 1, 3, or 4
int lightmap_textures;
unsigned int blocklights[18 * 18 * 3];
#define BLOCK_WIDTH 128
#define BLOCK_HEIGHT 128
// LordHavoc: since lightmaps are now allocated only as needed, allow a ridiculous number :)
#define MAX_LIGHTMAPS 1024
int active_lightmaps;
typedef struct glRect_s {
unsigned char l, t, w, h;
} glRect_t;
glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
glpoly_t *fullbright_polys[MAX_GLTEXTURES];
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
// LordHavoc: changed to be allocated at runtime (typically lower memory usage)
byte *lightmaps[MAX_LIGHTMAPS];
msurface_t *waterchain = NULL;
msurface_t *sky_chain;
// LordHavoc: place for gl_rsurf setup code
void
glrsurf_init (void)
{
memset (&lightmaps, 0, sizeof (lightmaps));
}
static void
R_RecursiveLightUpdate (mnode_t *node)
{
int c;
msurface_t *surf;
if (node->children[0]->contents >= 0)
R_RecursiveLightUpdate (node->children[0]);
if (node->children[1]->contents >= 0)
R_RecursiveLightUpdate (node->children[1]);
if ((c = node->numsurfaces))
for (surf = r_worldentity.model->surfaces + node->firstsurface; c;
c--, surf++) surf->cached_dlight = true;
}
// LordHavoc: function to force all lightmaps to be updated
void
R_ForceLightUpdate (void)
{
if (r_worldentity.model && r_worldentity.model->nodes
&& r_worldentity.model->nodes->contents >= 0)
R_RecursiveLightUpdate (r_worldentity.model->nodes);
}
int dlightdivtable[8192];
int dlightdivtableinitialized = 0;
/*
R_AddDynamicLights
LordHavoc: completely rewrote this, relies on 64bit integer math...
*/
void
R_AddDynamicLights (msurface_t *surf)
{
int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t,
smax, tmax, red, green, blue, j;
unsigned int *bl;
float dist, f;
vec3_t impact, local;
// use 64bit integer... shame it's not very standardized...
#if _MSC_VER || __BORLANDC__
__int64 k;
#else
long long k;
#endif
if (!dlightdivtableinitialized) {
dlightdivtable[0] = 1048576 >> 7;
for (s = 1; s < 8192; s++)
dlightdivtable[s] = 1048576 / (s << 7);
dlightdivtableinitialized = 1;
}
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) {
if (!(surf->dlightbits & (1 << lnum)))
continue; // not lit by this light
VectorSubtract (r_dlights[lnum].origin, currententity->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
for (i = 0; i < 3; i++)
impact[i] =
r_dlights[lnum].origin[i] - surf->plane->normal[i] * dist;
i = f = DotProduct (impact, surf->texinfo->vecs[0]) +
surf->texinfo->vecs[0][3] - surf->texturemins[0];
// reduce calculations
t = dist * dist;
for (s = 0; s < smax; s++, i -= 16)
sdtable[s] = i * i + t;
i = f = DotProduct (impact, surf->texinfo->vecs[1]) +
surf->texinfo->vecs[1][3] - surf->texturemins[1];
// for comparisons to minimum acceptable light
maxdist = (int) ((r_dlights[lnum].radius * r_dlights[lnum].radius) * 0.75);
// clamp radius to avoid exceeding 8192 entry division table
if (maxdist > 1048576)
maxdist = 1048576;
maxdist3 = maxdist - (int) (dist * dist);
// convert to 8.8 blocklights format
red = f = r_dlights[lnum].color[0] * maxdist;
green = f = r_dlights[lnum].color[1] * maxdist;
blue = f = r_dlights[lnum].color[2] * maxdist;
bl = blocklights;
for (t = 0; t < tmax; t++, i -= 16) {
td = i * i;
if (td < maxdist3) { // make sure some part of it is visible on this line
maxdist2 = maxdist - td;
for (s = 0; s < smax; s++) {
if (sdtable[s] < maxdist2) {
j = dlightdivtable[(sdtable[s] + td) >> 7];
bl[0] += (k = (red * j) >> 7);
bl[1] += (k = (green * j) >> 7);
bl[2] += (k = (blue * j) >> 7);
}
bl += 3;
}
} else
bl += smax * 3; // skip line
}
}
}
/*
R_BuildLightMap
Combine and scale multiple lightmaps
After talking it over with LordHavoc, I've decided to switch to using
GL_RGB for colored lights and averaging them out for plain white
lighting if needed. Much cleaner that way. --KB
*/
void
R_BuildLightMap (msurface_t *surf, byte * dest, int stride)
{
int smax, tmax;
int i, j, size, shift;
byte *lightmap;
unsigned int scale;
int maps;
float t2;
unsigned int *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_worldentity.model->lightdata) {
memset (&blocklights[0], 65280, 3 * size * sizeof(int));
goto store;
}
// clear to no light
memset (&blocklights[0], 0, 3 * size * sizeof(int));
// 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
bl = blocklights;
for (i = 0; i < size; i++) {
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
}
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
R_AddDynamicLights (surf);
store:
// bound and shift
stride -= smax * lightmap_bytes;
bl = blocklights;
if (gl_mtex_active) {
shift = 7; // 0-1 lightmap range.
} else {
shift = 8; // 0-2 lightmap range.
}
switch (lightmap_bytes) {
case 4:
for (i = 0; i < tmax; i++, dest += stride) {
for (j = 0; j < smax; j++) {
dest[0] = bound(0, bl[0] >> shift, 255);
dest[1] = bound(0, bl[1] >> shift, 255);
dest[2] = bound(0, bl[2] >> shift, 255);
dest[3] = 255;
dest += 4;
bl += 3;
}
}
break;
case 3:
for (i = 0; i < tmax; i++, dest += stride) {
for (j = 0; j < smax; j++) {
dest[0] = bound(0, bl[0] >> shift, 255);
dest[1] = bound(0, bl[1] >> shift, 255);
dest[2] = bound(0, bl[2] >> shift, 255);
dest += 3;
bl += 3;
}
}
break;
case 1:
for (i = 0; i < tmax; i++, dest += stride) {
for (j = 0; j < smax; j++) {
t2 = bound (0, bl[0] >> shift, 255);
t2 += bound (0, bl[1] >> shift, 255);
t2 += bound (0, bl[2] >> shift, 255);
t2 *= (1.0 / 3.0);
*dest++ = t2;
bl += 3;
}
}
break;
}
}
/*
R_TextureAnimation
Returns the proper texture for a given time and base texture
*/
texture_t *
R_TextureAnimation (texture_t *base)
{
int relative;
int count;
if (currententity->frame) {
if (base->alternate_anims)
base = base->alternate_anims;
}
if (!base->anim_total)
return base;
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
*/
extern int solidskytexture;
extern int alphaskytexture;
extern float speedscale; // for top sky and bottom sky
void
GL_UploadLightmap (int i, int x, int y, int w, int h)
{
/* QFGL_glTexSubImage2D (GL_TEXTURE_2D, 0, 0, y, BLOCK_WIDTH, h, gl_lightmap_format,
GL_UNSIGNED_BYTE,
lightmaps[i] + (y * BLOCK_WIDTH) * lightmap_bytes);
*/
QFGL_glTexImage2D (GL_TEXTURE_2D, 0, gl_internalformat, BLOCK_WIDTH,
BLOCK_HEIGHT, 0, gl_lightmap_format,
GL_UNSIGNED_BYTE, lightmaps[i]);
}
/*
R_DrawSequentialPoly
Systems that have fast state and texture changes can
just do everything as it passes with no need to sort
*/
void
R_DrawMultitexturePoly (msurface_t *s)
{
int maps;
float *v;
int i;
texture_t *texture = R_TextureAnimation (s->texinfo->texture);
c_brush_polys++;
i = s->lightmaptexturenum;
QFGL_glColor3f (1, 1, 1);
// Binds world to texture env 0
qglActiveTexture (gl_mtex_enum + 0);
QFGL_glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
QFGL_glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
QFGL_glEnable (GL_TEXTURE_2D);
// Binds lightmap to texenv 1
qglActiveTexture (gl_mtex_enum + 1);
QFGL_glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
QFGL_glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
QFGL_glEnable (GL_TEXTURE_2D);
// check for lightmap modification
if (r_dynamic->int_val) {
for (maps = 0; maps < MAXLIGHTMAPS && s->styles[maps] != 255; maps++)
if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
goto dynamic;
if ((s->dlightframe == r_framecount) || s->cached_dlight) {
dynamic:
R_BuildLightMap (s,
lightmaps[s->lightmaptexturenum] +
(s->light_t * BLOCK_WIDTH +
s->light_s) * lightmap_bytes,
BLOCK_WIDTH * lightmap_bytes);
GL_UploadLightmap (i, s->light_s, s->light_t,
(s->extents[0] >> 4) + 1,
(s->extents[1] >> 4) + 1);
}
}
QFGL_glBegin (GL_POLYGON);
v = s->polys->verts[0];
for (i = 0; i < s->polys->numverts; i++, v += VERTEXSIZE) {
qglMultiTexCoord2f (gl_mtex_enum + 0, v[3], v[4]);
qglMultiTexCoord2f (gl_mtex_enum + 1, v[5], v[6]);
QFGL_glVertex3fv (v);
}
QFGL_glEnd ();
QFGL_glDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
QFGL_glEnable (GL_TEXTURE_2D);
if (texture->gl_fb_texturenum > 0) {
s->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
fullbright_polys[texture->gl_fb_texturenum] = s->polys;
}
QFGL_glColor3ubv (lighthalf_v);
QFGL_glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void
R_BlendLightmaps (void)
{
int i, j;
glpoly_t *p;
float *v;
QFGL_glDepthMask (GL_FALSE); // don't bother writing Z
QFGL_glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
QFGL_glColor3f (1, 1, 1);
for (i = 0; i < MAX_LIGHTMAPS; i++) {
p = lightmap_polys[i];
if (!p)
continue;
QFGL_glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
if (lightmap_modified[i]) {
GL_UploadLightmap (i, lightmap_rectchange[i].l,
lightmap_rectchange[i].t,
lightmap_rectchange[i].w,
lightmap_rectchange[i].h);
lightmap_modified[i] = false;
}
for (; p; p = p->chain) {
QFGL_glBegin (GL_POLYGON);
v = p->verts[0];
for (j = 0; j < p->numverts; j++, v += VERTEXSIZE) {
QFGL_glTexCoord2fv (&v[5]);
QFGL_glVertex3fv (v);
}
QFGL_glEnd ();
}
}
// Return to normal blending --KB
QFGL_glColor3ubv (lighthalf_v);
QFGL_glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
QFGL_glDepthMask (GL_TRUE); // back to normal Z buffering
}
void
R_RenderFullbrights (void)
{
int i, j;
glpoly_t *p;
float *v;
QFGL_glBlendFunc (GL_ONE, GL_ONE);
for (i = 1; i < MAX_GLTEXTURES; i++) {
if (!fullbright_polys[i])
continue;
QFGL_glBindTexture (GL_TEXTURE_2D, i);
for (p = fullbright_polys[i]; p; p = p->fb_chain) {
QFGL_glBegin (GL_POLYGON);
for (j = 0, v = p->verts[0]; j < p->numverts; j++, v += VERTEXSIZE) {
QFGL_glTexCoord2fv (&v[3]);
QFGL_glVertex3fv (v);
}
QFGL_glEnd ();
}
}
QFGL_glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
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++;
QFGL_glColor3f (1, 1, 1);
QFGL_glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
QFGL_glBegin (GL_POLYGON);
v = fa->polys->verts[0];
for (i = 0; i < fa->polys->numverts; i++, v += VERTEXSIZE) {
QFGL_glTexCoord2fv (&v[3]);
QFGL_glVertex3fv (v);
}
QFGL_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) || 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;
base =
lightmaps[fa->lightmaptexturenum] +
(fa->light_t * BLOCK_WIDTH + fa->light_s) * lightmap_bytes;
R_BuildLightMap (fa, base, BLOCK_WIDTH * lightmap_bytes);
}
}
QFGL_glColor3ubv (lighthalf_v);
}
void
GL_WaterSurface (msurface_t *s)
{
int i;
i = s->texinfo->texture->gl_texturenum;
QFGL_glBindTexture (GL_TEXTURE_2D, i);
if (r_wateralpha->value < 1.0) {
QFGL_glDepthMask (GL_FALSE);
QFGL_glColor4f (1, 1, 1, r_wateralpha->value);
EmitWaterPolys (s);
QFGL_glColor3ubv (lighthalf_v);
QFGL_glDepthMask (GL_TRUE);
} else
EmitWaterPolys (s);
}
void
R_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
if (!waterchain)
return;
// go back to the world matrix
QFGL_glLoadMatrixf (r_world_matrix);
if (r_wateralpha->value < 1.0) {
QFGL_glDepthMask (GL_FALSE);
QFGL_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;
QFGL_glBindTexture (GL_TEXTURE_2D, i);
}
EmitWaterPolys (s);
}
waterchain = NULL;
if (r_wateralpha->value < 1.0) {
QFGL_glDepthMask (GL_TRUE);
QFGL_glColor3ubv (lighthalf_v);
}
}
void
DrawTextureChains (void)
{
int i;
msurface_t *s;
QFGL_glDisable (GL_BLEND);
for (i = 0; i < r_worldentity.model->numtextures; i++) {
if (!r_worldentity.model->textures[i])
continue;
for (s = r_worldentity.model->textures[i]->texturechain; s;
s = s->texturechain) R_RenderBrushPoly (s);
r_worldentity.model->textures[i]->texturechain = NULL;
}
QFGL_glEnable (GL_BLEND);
}
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_dlight_lightmap->int_val) {
vec3_t lightorigin;
for (k = 0; k < MAX_DLIGHTS; k++) {
if ((r_dlights[k].die < r_realtime) || (!r_dlights[k].radius))
continue;
VectorSubtract (r_dlights[k].origin, e->origin, lightorigin);
R_MarkLights (lightorigin, &r_dlights[k], 1 << k,
clmodel->nodes + clmodel->hulls[0].firstclipnode);
}
}
QFGL_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++) {
/* FIXME: Not in qw?
if (psurf->flags & SURF_DRAWSKY)
return;
*/
// 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_mtex_active) {
R_DrawMultitexturePoly (psurf);
} else {
R_RenderBrushPoly (psurf);
}
}
}
if (!gl_mtex_active)
R_BlendLightmaps ();
if (gl_fb_bmodels->int_val)
R_RenderFullbrights ();
if (gl_sky_clip->int_val)
R_DrawSkyChain (sky_chain);
QFGL_glPopMatrix ();
}
/*
WORLD MODEL
*/
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)
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 = r_worldentity.model->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_mtex_active) {
R_DrawMultitexturePoly (surf);
} else {
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = 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]);
}
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));
if (gl_sky_clip->int_val) {
sky_chain = 0;
} else {
// Be sure to clear the skybox --KB
R_DrawSky ();
}
R_RecursiveWorldNode (r_worldentity.model->nodes);
DrawTextureChains ();
if (!gl_mtex_active)
R_BlendLightmaps ();
if (gl_fb_bmodels->int_val)
R_RenderFullbrights ();
if (gl_sky_clip->int_val)
R_DrawSkyChain (sky_chain);
}
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, (r_worldentity.model->numleafs + 7) >> 3);
} else
vis = Mod_LeafPVS (r_viewleaf, r_worldentity.model);
for (i = 0; i < r_worldentity.model->numleafs; i++) {
if (vis[i >> 3] & (1 << (i & 7))) {
node = (mnode_t *) &r_worldentity.model->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, lightmap_bytes); // DESPAIR: was 3, not lightmap_bytes
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;
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;
}
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 (model_t **models, int num_models)
{
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;
}
switch (gl_lightmap_components->int_val) {
case 1:
gl_internalformat = 1;
gl_lightmap_format = GL_LUMINANCE;
lightmap_bytes = 1;
break;
case 3:
gl_internalformat = 3;
gl_lightmap_format = GL_RGB;
lightmap_bytes = 3;
break;
case 4:
default:
gl_internalformat = 3;
gl_lightmap_format = GL_RGBA;
lightmap_bytes = 4;
break;
}
for (j = 1; j < num_models; j++) {
m = models[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_active)
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;
QFGL_glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
QFGL_glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
QFGL_glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
QFGL_glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes, BLOCK_WIDTH,
BLOCK_HEIGHT, 0, gl_lightmap_format,
GL_UNSIGNED_BYTE, lightmaps[i]);
}
if (gl_mtex_active)
qglActiveTexture (gl_mtex_enum + 0);
}