mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
5bf21931c7
The only transform related field remaining is old_origin. This also brings the renderer closer to using simd (lots of stuff to fix still, though).
916 lines
22 KiB
C
916 lines
22 KiB
C
/*
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gl_rsurf.c
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surface-related refresh code
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#define NH_DEFINE
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#include "namehack.h"
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "qfalloca.h"
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#include <math.h>
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#include <stdio.h>
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#include "QF/cvar.h"
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#include "QF/entity.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_lightmap.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_sky.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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static instsurf_t *waterchain = NULL;
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static instsurf_t **waterchain_tail = &waterchain;
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static instsurf_t *sky_chain;
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static instsurf_t **sky_chain_tail;
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#define CHAIN_SURF_F2B(surf,chain) \
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do { \
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instsurf_t *inst = (surf)->instsurf; \
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if (__builtin_expect(!inst, 1)) \
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(surf)->tinst = inst = get_instsurf (); \
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inst->surface = (surf); \
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*(chain##_tail) = inst; \
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(chain##_tail) = &inst->tex_chain; \
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*(chain##_tail) = 0; \
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} while (0)
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#define CHAIN_SURF_B2F(surf,chain) \
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do { \
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instsurf_t *inst = (surf)->instsurf; \
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if (__builtin_expect(!inst, 1)) \
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(surf)->tinst = inst = get_instsurf (); \
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inst->surface = (surf); \
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inst->tex_chain = (chain); \
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(chain) = inst; \
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} while (0)
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static gltex_t **r_texture_chains;
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static int r_num_texture_chains;
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static int max_texture_chains;
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static instsurf_t *static_chains;
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static instsurf_t *free_instsurfs;
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static instsurf_t *alloced_instsurfs;
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static instsurf_t **alloced_instsurfs_tail = &alloced_instsurfs;
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#define NUM_INSTSURFS (64 * 6) // most brush models are simple boxes.
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static inline instsurf_t *
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get_instsurf (void)
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{
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instsurf_t *instsurf;
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if (!free_instsurfs) {
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int i;
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free_instsurfs = calloc (NUM_INSTSURFS, sizeof (instsurf_t));
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for (i = 0; i < NUM_INSTSURFS - 1; i++)
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free_instsurfs[i]._next = &free_instsurfs[i + 1];
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}
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instsurf = free_instsurfs;
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free_instsurfs = instsurf->_next;
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instsurf->_next = 0;
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//build the chain of allocated instance surfaces so they can all be freed
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//in one go
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*alloced_instsurfs_tail = instsurf;
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alloced_instsurfs_tail = &instsurf->_next;
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return instsurf;
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}
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static inline void
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release_instsurfs (void)
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{
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if (alloced_instsurfs) {
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*alloced_instsurfs_tail = free_instsurfs;
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free_instsurfs = alloced_instsurfs;
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alloced_instsurfs = 0;
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alloced_instsurfs_tail = &alloced_instsurfs;
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}
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}
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void
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gl_R_AddTexture (texture_t *tx)
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{
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int i;
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if (r_num_texture_chains == max_texture_chains) {
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max_texture_chains += 64;
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r_texture_chains = realloc (r_texture_chains,
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max_texture_chains * sizeof (gltex_t *));
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for (i = r_num_texture_chains; i < max_texture_chains; i++)
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r_texture_chains[i] = 0;
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}
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gltex_t *tex = tx->render;
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r_texture_chains[r_num_texture_chains++] = tex;
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tex->tex_chain = NULL;
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tex->tex_chain_tail = &tex->tex_chain;
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}
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void
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gl_R_InitSurfaceChains (mod_brush_t *brush)
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{
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int i;
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if (static_chains)
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free (static_chains);
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static_chains = calloc (brush->nummodelsurfaces, sizeof (instsurf_t));
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for (i = 0; i < brush->nummodelsurfaces; i++)
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brush->surfaces[i].instsurf = static_chains + i;
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release_instsurfs ();
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}
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void
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gl_R_ClearTextures (void)
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{
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r_num_texture_chains = 0;
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}
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// BRUSH MODELS ===============================================================
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static void
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R_RenderFullbrights (void)
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{
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float *v;
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int i, j;
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glpoly_t *p;
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instsurf_t *sc;
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gltex_t *tex;
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for (i = 0; i < r_num_texture_chains; i++) {
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if (!(tex = r_texture_chains[i]) || !tex->gl_fb_texturenum)
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continue;
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qfglBindTexture (GL_TEXTURE_2D, tex->gl_fb_texturenum);
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for (sc = tex->tex_chain; sc; sc = sc->tex_chain) {
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if (sc->transform) {
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qfglPushMatrix ();
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qfglLoadMatrixf (sc->transform);
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}
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if (sc->color)
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qfglColor4fv (sc->color);
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for (p = sc->surface->polys; p; p = p->next) {
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qfglBegin (GL_POLYGON);
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for (j = 0, v = p->verts[0]; j < p->numverts;
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j++, v += VERTEXSIZE)
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{
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qfglTexCoord2fv (&v[3]);
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qfglVertex3fv (v);
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}
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qfglEnd ();
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}
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if (sc->transform)
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qfglPopMatrix ();
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if (sc->color)
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qfglColor3ubv (color_white);
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}
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}
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}
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static inline void
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R_RenderBrushPoly_3 (msurface_t *fa)
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{
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float *v;
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int i;
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gl_c_brush_polys++;
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qfglBegin (GL_POLYGON);
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v = fa->polys->verts[0];
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for (i = 0; i < fa->polys->numverts; i++, v += VERTEXSIZE) {
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qglMultiTexCoord2fv (gl_mtex_enum + 0, &v[3]);
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qglMultiTexCoord2fv (gl_mtex_enum + 1, &v[5]);
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qglMultiTexCoord2fv (gl_mtex_enum + 2, &v[3]);
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qfglVertex3fv (v);
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}
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qfglEnd ();
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}
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static inline void
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R_RenderBrushPoly_2 (msurface_t *fa)
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{
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float *v;
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int i;
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gl_c_brush_polys++;
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qfglBegin (GL_POLYGON);
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v = fa->polys->verts[0];
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for (i = 0; i < fa->polys->numverts; i++, v += VERTEXSIZE) {
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qglMultiTexCoord2fv (gl_mtex_enum + 0, &v[3]);
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qglMultiTexCoord2fv (gl_mtex_enum + 1, &v[5]);
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qfglVertex3fv (v);
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}
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qfglEnd ();
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}
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static inline void
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R_RenderBrushPoly_1 (msurface_t *fa)
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{
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float *v;
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int i;
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gl_c_brush_polys++;
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qfglBegin (GL_POLYGON);
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v = fa->polys->verts[0];
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for (i = 0; i < fa->polys->numverts; i++, v += VERTEXSIZE) {
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qfglTexCoord2fv (&v[3]);
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qfglVertex3fv (v);
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}
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qfglEnd ();
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}
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static inline void
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R_AddToLightmapChain (mod_brush_t *brush, msurface_t *fa)
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{
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int maps, smax, tmax;
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glRect_t *theRect;
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instsurf_t *sc;
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// add the poly to the proper lightmap chain
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if (!(sc = fa->instsurf))
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sc = fa->tinst;
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sc->lm_chain = gl_lightmap_polys[fa->lightmaptexturenum];
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gl_lightmap_polys[fa->lightmaptexturenum] = sc;
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// check for lightmap modification
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for (maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++)
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if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps])
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goto dynamic;
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if ((fa->dlightframe == r_framecount) || fa->cached_dlight) {
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dynamic:
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if (r_dynamic->int_val) {
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gl_lightmap_modified[fa->lightmaptexturenum] = true;
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theRect = &gl_lightmap_rectchange[fa->lightmaptexturenum];
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if (fa->light_t < theRect->t) {
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if (theRect->h)
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theRect->h += theRect->t - fa->light_t;
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theRect->t = fa->light_t;
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}
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if (fa->light_s < theRect->l) {
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if (theRect->w)
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theRect->w += theRect->l - fa->light_s;
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theRect->l = fa->light_s;
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}
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smax = (fa->extents[0] >> 4) + 1;
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tmax = (fa->extents[1] >> 4) + 1;
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if ((theRect->w + theRect->l) < (fa->light_s + smax))
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theRect->w = (fa->light_s - theRect->l) + smax;
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if ((theRect->h + theRect->t) < (fa->light_t + tmax))
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theRect->h = (fa->light_t - theRect->t) + tmax;
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gl_R_BuildLightMap (brush, fa);
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}
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}
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}
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void
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gl_R_DrawWaterSurfaces (void)
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{
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int i;
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instsurf_t *s;
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msurface_t *fa;
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float wateralpha = max (vr_data.min_wateralpha, r_wateralpha->value);
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if (!waterchain)
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return;
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// go back to the world matrix
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qfglLoadMatrixf (gl_r_world_matrix);
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if (wateralpha < 1.0) {
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qfglDepthMask (GL_FALSE);
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color_white[3] = wateralpha * 255;
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qfglColor4ubv (color_white);
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}
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i = -1;
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for (s = waterchain; s; s = s->tex_chain) {
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gltex_t *tex;
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fa = s->surface;
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if (s->transform)
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qfglLoadMatrixf (s->transform);
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else
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qfglLoadMatrixf (gl_r_world_matrix);
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tex = fa->texinfo->texture->render;
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if (i != tex->gl_texturenum) {
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i = tex->gl_texturenum;
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qfglBindTexture (GL_TEXTURE_2D, i);
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}
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GL_EmitWaterPolys (fa);
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}
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qfglLoadMatrixf (gl_r_world_matrix);
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waterchain = NULL;
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waterchain_tail = &waterchain;
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if (wateralpha < 1.0) {
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qfglDepthMask (GL_TRUE);
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qfglColor3ubv (color_white);
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}
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}
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static void
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DrawTextureChains (int disable_blend, int do_bind)
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{
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int i;
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instsurf_t *s;
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msurface_t *fa;
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gltex_t *tex;
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if (gl_mtex_active_tmus >= 2) {
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// Lightmaps
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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// Base Texture
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qglActiveTexture (gl_mtex_enum + 0);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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for (i = 0; i < r_num_texture_chains; i++) {
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tex = r_texture_chains[i];
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if (!tex)
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continue;
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qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
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if (tex->gl_fb_texturenum && gl_mtex_fullbright) {
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qglActiveTexture (gl_mtex_enum + 2);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, tex->gl_fb_texturenum);
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qglActiveTexture (gl_mtex_enum + 1);
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for (s = tex->tex_chain; s; s = s->tex_chain) {
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fa = s->surface;
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if (s->transform) {
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qfglPushMatrix ();
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qfglLoadMatrixf (s->transform);
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}
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if (s->color && do_bind)
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qfglColor4fv (s->color);
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qfglBindTexture (GL_TEXTURE_2D, gl_lightmap_textures +
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fa->lightmaptexturenum);
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R_RenderBrushPoly_3 (fa);
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if (s->transform)
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qfglPopMatrix ();
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if (s->color && do_bind)
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qfglColor3ubv (color_white);
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}
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qglActiveTexture (gl_mtex_enum + 2);
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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} else {
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qglActiveTexture (gl_mtex_enum + 1);
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for (s = tex->tex_chain; s; s = s->tex_chain) {
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fa = s->surface;
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qfglBindTexture (GL_TEXTURE_2D, gl_lightmap_textures +
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fa->lightmaptexturenum);
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if (s->transform) {
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qfglPushMatrix ();
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qfglLoadMatrixf (s->transform);
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}
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if (s->color && do_bind)
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qfglColor4fv (s->color);
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R_RenderBrushPoly_2 (fa);
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if (s->transform)
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qfglPopMatrix ();
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if (s->color && do_bind)
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qfglColor3ubv (color_white);
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}
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qglActiveTexture (gl_mtex_enum + 0);
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}
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}
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// Turn off lightmaps for other entities
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qglActiveTexture (gl_mtex_enum + 1);
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qfglDisable (GL_TEXTURE_2D);
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// Reset mode for default TMU
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qglActiveTexture (gl_mtex_enum + 0);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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} else {
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if (disable_blend)
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qfglDisable (GL_BLEND);
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for (i = 0; i < r_num_texture_chains; i++) {
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tex = r_texture_chains[i];
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if (!tex)
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continue;
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if (do_bind)
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qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
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for (s = tex->tex_chain; s; s = s->tex_chain) {
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if (s->transform) {
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qfglPushMatrix ();
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qfglLoadMatrixf (s->transform);
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}
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R_RenderBrushPoly_1 (s->surface);
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if (s->transform)
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qfglPopMatrix ();
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if (s->color && do_bind)
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qfglColor3ubv (color_white);
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}
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}
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if (disable_blend)
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qfglEnable (GL_BLEND);
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}
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}
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static void
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clear_texture_chains (void)
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{
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int i;
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gltex_t *tex;
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for (i = 0; i < r_num_texture_chains; i++) {
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tex = r_texture_chains[i];
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if (!tex)
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continue;
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tex->tex_chain = NULL;
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tex->tex_chain_tail = &tex->tex_chain;
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}
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tex = r_notexture_mip->render;
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tex->tex_chain = NULL;
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tex->tex_chain_tail = &tex->tex_chain;
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release_instsurfs ();
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memset (gl_lightmap_polys, 0, sizeof (gl_lightmap_polys));
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}
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|
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static inline void
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chain_surface (mod_brush_t *brush, msurface_t *surf, vec_t *transform,
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float *color)
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{
|
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instsurf_t *sc;
|
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if (surf->flags & SURF_DRAWTURB) {
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CHAIN_SURF_B2F (surf, waterchain);
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} else if (surf->flags & SURF_DRAWSKY) {
|
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CHAIN_SURF_F2B (surf, sky_chain);
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} else {
|
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texture_t *tx;
|
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gltex_t *tex;
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|
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if (!surf->texinfo->texture->anim_total)
|
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tx = surf->texinfo->texture;
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else
|
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tx = R_TextureAnimation (surf);
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tex = tx->render;
|
|
CHAIN_SURF_F2B (surf, tex->tex_chain);
|
|
|
|
R_AddToLightmapChain (brush, surf);
|
|
}
|
|
if (!(sc = surf->instsurf))
|
|
sc = surf->tinst;
|
|
sc->transform = transform;
|
|
sc->color = color;
|
|
}
|
|
|
|
void
|
|
gl_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;
|
|
mod_brush_t *brush;
|
|
mat4f_t worldMatrix;
|
|
|
|
model = e->renderer.model;
|
|
brush = &model->brush;
|
|
|
|
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 (&worldMatrix[3][0], 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 (mins, maxs))
|
|
return;
|
|
}
|
|
|
|
VectorSubtract (r_refdef.viewposition, worldMatrix[3], modelorg);
|
|
if (rotated) {
|
|
vec4f_t temp = { modelorg[0], modelorg[1], modelorg[2], 0 };
|
|
|
|
modelorg[0] = dotf (temp, worldMatrix[0])[0];
|
|
modelorg[1] = dotf (temp, worldMatrix[1])[0];
|
|
modelorg[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->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, 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 ();
|
|
|
|
psurf = &brush->surfaces[brush->firstmodelsurface];
|
|
|
|
// draw texture
|
|
for (i = 0; i < brush->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 (brush, psurf, e->renderer.full_transform,
|
|
e->renderer.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 (mod_brush_t *brush, 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 = 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 (brush, 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 (mod_brush_t *brush)
|
|
{
|
|
typedef struct {
|
|
mnode_t *node;
|
|
int side;
|
|
} rstack_t;
|
|
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 (brush, 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 (brush, node, side);
|
|
node = node->children[!side];
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
if (node->contents < 0 && node->contents != CONTENTS_SOLID)
|
|
visit_leaf ((mleaf_t *) node);
|
|
}
|
|
|
|
void
|
|
gl_R_DrawWorld (void)
|
|
{
|
|
entity_t worldent;
|
|
|
|
memset (&worldent, 0, sizeof (worldent));
|
|
worldent.renderer.model = r_worldentity.renderer.model;
|
|
|
|
VectorCopy (r_refdef.viewposition, modelorg);
|
|
|
|
currententity = &worldent;
|
|
|
|
sky_chain = 0;
|
|
sky_chain_tail = &sky_chain;
|
|
if (!gl_sky_clip->int_val) {
|
|
gl_R_DrawSky ();
|
|
}
|
|
|
|
R_VisitWorldNodes (&r_worldentity.renderer.model->brush);
|
|
if (r_drawentities->int_val) {
|
|
entity_t *ent;
|
|
for (ent = r_ent_queue; ent; ent = ent->next) {
|
|
if (ent->renderer.model->type != mod_brush) {
|
|
continue;
|
|
}
|
|
currententity = ent;
|
|
|
|
gl_R_DrawBrushModel (currententity);
|
|
}
|
|
}
|
|
|
|
gl_R_CalcLightmaps ();
|
|
|
|
gl_R_DrawSkyChain (sky_chain);
|
|
|
|
if (!gl_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)
|
|
gl_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
|
|
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 (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->brush.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->brush.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;
|
|
}
|