/* gl_rsurf.c - surface-related refresh code Copyright (C) 2010 Uncle Mike 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 3 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. */ #include "common.h" #include "client.h" #include "gl_local.h" #include "mod_local.h" #include "mathlib.h" typedef struct { int allocated[BLOCK_SIZE_MAX]; int current_lightmap_texture; msurface_t *dynamic_surfaces; msurface_t *lightmap_surfaces[MAX_LIGHTMAPS]; byte lightmap_buffer[BLOCK_SIZE_MAX*BLOCK_SIZE_MAX*4]; } gllightmapstate_t; static int nColinElim; // stats static vec2_t world_orthocenter; static vec2_t world_orthohalf; static uint r_blocklights[BLOCK_SIZE_MAX*BLOCK_SIZE_MAX*3]; static mextrasurf_t *fullbright_surfaces[MAX_TEXTURES]; static mextrasurf_t *detail_surfaces[MAX_TEXTURES]; static int rtable[MOD_FRAMES][MOD_FRAMES]; static qboolean draw_alpha_surfaces = false; static qboolean draw_fullbrights = false; static qboolean draw_details = false; static msurface_t *skychain = NULL; static gllightmapstate_t gl_lms; static void LM_UploadBlock( qboolean dynamic ); static qboolean R_AddSurfToVBO( msurface_t *surf, qboolean buildlightmaps ); static void R_DrawVBO( qboolean drawlightmaps, qboolean drawtextures ); byte *Mod_GetCurrentVis( void ) { if( clgame.drawFuncs.Mod_GetCurrentVis && tr.fCustomRendering ) return clgame.drawFuncs.Mod_GetCurrentVis(); return RI.visbytes; } void Mod_SetOrthoBounds( float *mins, float *maxs ) { if( clgame.drawFuncs.GL_OrthoBounds ) { clgame.drawFuncs.GL_OrthoBounds( mins, maxs ); } Vector2Average( maxs, mins, world_orthocenter ); Vector2Subtract( maxs, world_orthocenter, world_orthohalf ); } static void BoundPoly( int numverts, float *verts, vec3_t mins, vec3_t maxs ) { int i, j; float *v; ClearBounds( mins, maxs ); for( i = 0, v = verts; i < numverts; i++ ) { for( j = 0; j < 3; j++, v++ ) { if( *v < mins[j] ) mins[j] = *v; if( *v > maxs[j] ) maxs[j] = *v; } } } static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts ) { vec3_t front[SUBDIVIDE_SIZE], back[SUBDIVIDE_SIZE]; mextrasurf_t *warpinfo = warpface->info; float dist[SUBDIVIDE_SIZE]; float m, frac, s, t, *v; int i, j, k, f, b; float sample_size; vec3_t mins, maxs; glpoly_t *poly; if( numverts > ( SUBDIVIDE_SIZE - 4 )) Host_Error( "Mod_SubdividePolygon: too many vertexes on face ( %i )\n", numverts ); sample_size = Mod_SampleSizeForFace( warpface ); BoundPoly( numverts, verts, mins, maxs ); for( i = 0; i < 3; i++ ) { m = ( mins[i] + maxs[i] ) * 0.5f; m = SUBDIVIDE_SIZE * floor( m / SUBDIVIDE_SIZE + 0.5f ); if( maxs[i] - m < 8 ) continue; if( m - mins[i] < 8 ) continue; // cut it v = verts + i; for( j = 0; j < numverts; j++, v += 3 ) dist[j] = *v - m; // wrap cases dist[j] = dist[0]; v -= i; VectorCopy( verts, v ); f = b = 0; v = verts; for( j = 0; j < numverts; j++, v += 3 ) { if( dist[j] >= 0 ) { VectorCopy( v, front[f] ); f++; } if( dist[j] <= 0 ) { VectorCopy (v, back[b]); b++; } if( dist[j] == 0 || dist[j+1] == 0 ) continue; if(( dist[j] > 0 ) != ( dist[j+1] > 0 )) { // clip point frac = dist[j] / ( dist[j] - dist[j+1] ); for( k = 0; k < 3; k++ ) front[f][k] = back[b][k] = v[k] + frac * (v[3+k] - v[k]); f++; b++; } } SubdividePolygon_r( warpface, f, front[0] ); SubdividePolygon_r( warpface, b, back[0] ); return; } if( numverts != 4 ) ClearBits( warpface->flags, SURF_DRAWTURB_QUADS ); // add a point in the center to help keep warp valid poly = Mem_Calloc( loadmodel->mempool, sizeof( glpoly_t ) + (numverts - 4) * VERTEXSIZE * sizeof( float )); poly->next = warpface->polys; poly->flags = warpface->flags; warpface->polys = poly; poly->numverts = numverts; for( i = 0; i < numverts; i++, verts += 3 ) { VectorCopy( verts, poly->verts[i] ); if( FBitSet( warpface->flags, SURF_DRAWTURB )) { s = DotProduct( verts, warpface->texinfo->vecs[0] ); t = DotProduct( verts, warpface->texinfo->vecs[1] ); } else { s = DotProduct( verts, warpface->texinfo->vecs[0] ) + warpface->texinfo->vecs[0][3]; t = DotProduct( verts, warpface->texinfo->vecs[1] ) + warpface->texinfo->vecs[1][3]; s /= warpface->texinfo->texture->width; t /= warpface->texinfo->texture->height; } poly->verts[i][3] = s; poly->verts[i][4] = t; // for speed reasons if( !FBitSet( warpface->flags, SURF_DRAWTURB )) { // lightmap texture coordinates s = DotProduct( verts, warpinfo->lmvecs[0] ) + warpinfo->lmvecs[0][3]; s -= warpinfo->lightmapmins[0]; s += warpface->light_s * sample_size; s += sample_size * 0.5; s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width; t = DotProduct( verts, warpinfo->lmvecs[1] ) + warpinfo->lmvecs[1][3]; t -= warpinfo->lightmapmins[1]; t += warpface->light_t * sample_size; t += sample_size * 0.5; t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height; poly->verts[i][5] = s; poly->verts[i][6] = t; } } } void GL_SetupFogColorForSurfaces( void ) { vec3_t fogColor; float factor, div; if( !pglIsEnabled( GL_FOG )) return; if( RI.currententity && RI.currententity->curstate.rendermode == kRenderTransTexture ) { pglFogfv( GL_FOG_COLOR, RI.fogColor ); return; } div = (r_detailtextures->value) ? 2.0f : 1.0f; factor = (r_detailtextures->value) ? 3.0f : 2.0f; fogColor[0] = pow( RI.fogColor[0] / div, ( 1.0f / factor )); fogColor[1] = pow( RI.fogColor[1] / div, ( 1.0f / factor )); fogColor[2] = pow( RI.fogColor[2] / div, ( 1.0f / factor )); pglFogfv( GL_FOG_COLOR, fogColor ); } void GL_ResetFogColor( void ) { // restore fog here if( pglIsEnabled( GL_FOG )) pglFogfv( GL_FOG_COLOR, RI.fogColor ); } /* ================ GL_SubdivideSurface Breaks a polygon up along axial 64 unit boundaries so that turbulent and sky warps can be done reasonably. ================ */ void GL_SubdivideSurface( msurface_t *fa ) { vec3_t verts[SUBDIVIDE_SIZE]; int numverts; int i, lindex; float *vec; // convert edges back to a normal polygon numverts = 0; for( i = 0; i < fa->numedges; i++ ) { lindex = loadmodel->surfedges[fa->firstedge + i]; if( lindex > 0 ) vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position; else vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position; VectorCopy( vec, verts[numverts] ); numverts++; } SetBits( fa->flags, SURF_DRAWTURB_QUADS ); // predict state // do subdivide SubdividePolygon_r( fa, numverts, verts[0] ); } /* ================ GL_BuildPolygonFromSurface ================ */ void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa ) { int i, lindex, lnumverts; medge_t *pedges, *r_pedge; mextrasurf_t *info = fa->info; float sample_size; texture_t *tex; gl_texture_t *glt; float *vec; float s, t; glpoly_t *poly; if( !mod || !fa->texinfo || !fa->texinfo->texture ) return; // bad polygon ? if( FBitSet( fa->flags, SURF_CONVEYOR ) && fa->texinfo->texture->gl_texturenum != 0 ) { glt = R_GetTexture( fa->texinfo->texture->gl_texturenum ); tex = fa->texinfo->texture; Assert( glt != NULL && tex != NULL ); // update conveyor widths for keep properly speed of scrolling glt->srcWidth = tex->width; glt->srcHeight = tex->height; } sample_size = Mod_SampleSizeForFace( fa ); // reconstruct the polygon pedges = mod->edges; lnumverts = fa->numedges; // detach if already created, reconstruct again poly = fa->polys; fa->polys = NULL; // quake simple models (healthkits etc) need to be reconstructed their polys because LM coords has changed after the map change poly = Mem_Realloc( mod->mempool, poly, 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 = mod->surfedges[fa->firstedge + i]; if( lindex > 0 ) { r_pedge = &pedges[lindex]; vec = mod->vertexes[r_pedge->v[0]].position; } else { r_pedge = &pedges[-lindex]; vec = mod->vertexes[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, info->lmvecs[0] ) + info->lmvecs[0][3]; s -= info->lightmapmins[0]; s += fa->light_s * sample_size; s += sample_size * 0.5f; s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width; t = DotProduct( vec, info->lmvecs[1] ) + info->lmvecs[1][3]; t -= info->lightmapmins[1]; t += fa->light_t * sample_size; t += sample_size * 0.5f; t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height; poly->verts[i][5] = s; poly->verts[i][6] = t; } // remove co-linear points - Ed if( !CVAR_TO_BOOL( gl_keeptjunctions ) && !FBitSet( 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]; next = poly->verts[(i + 1) % lnumverts]; this = poly->verts[i]; VectorSubtract( this, prev, v1 ); VectorNormalize( v1 ); VectorSubtract( next, prev, v2 ); VectorNormalize( v2 ); // skip co-linear points if(( fabs( v1[0] - v2[0] ) <= 0.001f) && (fabs( v1[1] - v2[1] ) <= 0.001f) && (fabs( v1[2] - v2[2] ) <= 0.001f)) { int j, k; for( j = i + 1; j < lnumverts; j++ ) { for( k = 0; k < VERTEXSIZE; k++ ) poly->verts[j-1][k] = poly->verts[j][k]; } // retry next vertex next time, which is now current vertex lnumverts--; nColinElim++; i--; } } } poly->numverts = lnumverts; } /* =============== R_TextureAnim Returns the proper texture for a given time and base texture, do not process random tiling =============== */ texture_t *R_TextureAnim( texture_t *b ) { texture_t *base = b; int count, reletive; if( RI.currententity->curstate.frame ) { if( base->alternate_anims ) base = base->alternate_anims; } if( !base->anim_total ) return base; if( base->name[0] == '-' ) { return b; // already tiled } else { int speed; // Quake1 textures uses 10 frames per second if( FBitSet( R_GetTexture( base->gl_texturenum )->flags, TF_QUAKEPAL )) speed = 10; else speed = 20; reletive = (int)(cl.time * speed) % base->anim_total; } count = 0; while( base->anim_min > reletive || base->anim_max <= reletive ) { base = base->anim_next; if( !base || ++count > MOD_FRAMES ) return b; } return base; } /* =============== R_TextureAnimation Returns the proper texture for a given time and surface =============== */ texture_t *R_TextureAnimation( msurface_t *s ) { texture_t *base = s->texinfo->texture; int count, reletive; if( RI.currententity && RI.currententity->curstate.frame ) { if( base->alternate_anims ) base = base->alternate_anims; } if( !base->anim_total ) return base; if( base->name[0] == '-' ) { int tx = (int)((s->texturemins[0] + (base->width << 16)) / base->width) % MOD_FRAMES; int ty = (int)((s->texturemins[1] + (base->height << 16)) / base->height) % MOD_FRAMES; reletive = rtable[tx][ty] % base->anim_total; } else { int speed; // Quake1 textures uses 10 frames per second if( FBitSet( R_GetTexture( base->gl_texturenum )->flags, TF_QUAKEPAL )) speed = 10; else speed = 20; reletive = (int)(cl.time * speed) % base->anim_total; } count = 0; while( base->anim_min > reletive || base->anim_max <= reletive ) { base = base->anim_next; if( !base || ++count > MOD_FRAMES ) return s->texinfo->texture; } return base; } /* =============== R_AddDynamicLights =============== */ void R_AddDynamicLights( msurface_t *surf ) { float dist, rad, minlight; int lnum, s, t, sd, td, smax, tmax; float sl, tl, sacc, tacc; vec3_t impact, origin_l; mextrasurf_t *info = surf->info; int sample_frac = 1.0; float sample_size; mtexinfo_t *tex; dlight_t *dl; uint *bl; // no dlighted surfaces here if( !R_CountSurfaceDlights( surf )) return; sample_size = Mod_SampleSizeForFace( surf ); smax = (info->lightextents[0] / sample_size) + 1; tmax = (info->lightextents[1] / sample_size) + 1; tex = surf->texinfo; if( FBitSet( tex->flags, TEX_WORLD_LUXELS )) { if( surf->texinfo->faceinfo ) sample_frac = surf->texinfo->faceinfo->texture_step; else if( FBitSet( surf->texinfo->flags, TEX_EXTRA_LIGHTMAP )) sample_frac = LM_SAMPLE_EXTRASIZE; else sample_frac = LM_SAMPLE_SIZE; } for( lnum = 0; lnum < MAX_DLIGHTS; lnum++ ) { if( !FBitSet( surf->dlightbits, BIT( lnum ))) continue; // not lit by this light dl = &cl_dlights[lnum]; // transform light origin to local bmodel space if( !tr.modelviewIdentity ) Matrix4x4_VectorITransform( RI.objectMatrix, dl->origin, origin_l ); else VectorCopy( dl->origin, origin_l ); rad = dl->radius; dist = PlaneDiff( origin_l, surf->plane ); rad -= fabs( dist ); // rad is now the highest intensity on the plane minlight = dl->minlight; if( rad < minlight ) continue; minlight = rad - minlight; if( surf->plane->type < 3 ) { VectorCopy( origin_l, impact ); impact[surf->plane->type] -= dist; } else VectorMA( origin_l, -dist, surf->plane->normal, impact ); sl = DotProduct( impact, info->lmvecs[0] ) + info->lmvecs[0][3] - info->lightmapmins[0]; tl = DotProduct( impact, info->lmvecs[1] ) + info->lmvecs[1][3] - info->lightmapmins[1]; bl = r_blocklights; for( t = 0, tacc = 0; t < tmax; t++, tacc += sample_size ) { td = (tl - tacc) * sample_frac; if( td < 0 ) td = -td; for( s = 0, sacc = 0; s < smax; s++, sacc += sample_size, bl += 3 ) { sd = (sl - sacc) * sample_frac; if( sd < 0 ) sd = -sd; if( sd > td ) dist = sd + (td >> 1); else dist = td + (sd >> 1); if( dist < minlight ) { bl[0] += ((int)((rad - dist) * 256) * LightToTexGamma( dl->color.r )) / 256; bl[1] += ((int)((rad - dist) * 256) * LightToTexGamma( dl->color.g )) / 256; bl[2] += ((int)((rad - dist) * 256) * LightToTexGamma( dl->color.b )) / 256; } } } } } /* ================ R_SetCacheState ================ */ void R_SetCacheState( msurface_t *surf ) { int maps; for( maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++ ) { surf->cached_light[maps] = tr.lightstylevalue[surf->styles[maps]]; } } /* ============================================================================= LIGHTMAP ALLOCATION ============================================================================= */ static void LM_InitBlock( void ) { memset( gl_lms.allocated, 0, sizeof( gl_lms.allocated )); } static int LM_AllocBlock( int w, int h, int *x, int *y ) { int i, j; int best, best2; best = BLOCK_SIZE; for( i = 0; i < BLOCK_SIZE - w; i++ ) { best2 = 0; for( j = 0; j < w; j++ ) { if( gl_lms.allocated[i+j] >= best ) break; if( gl_lms.allocated[i+j] > best2 ) best2 = gl_lms.allocated[i+j]; } if( j == w ) { // this is a valid spot *x = i; *y = best = best2; } } if( best + h > BLOCK_SIZE ) return false; for( i = 0; i < w; i++ ) gl_lms.allocated[*x + i] = best + h; return true; } static void LM_UploadDynamicBlock() { int height = 0, i; for( i = 0; i < BLOCK_SIZE; i++ ) { if( gl_lms.allocated[i] > height ) height = gl_lms.allocated[i]; } pglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, BLOCK_SIZE, height, GL_RGBA, GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer ); } static void LM_UploadBlock( qboolean dynamic ) { int i; if( dynamic ) { int height = 0; for( i = 0; i < BLOCK_SIZE; i++ ) { if( gl_lms.allocated[i] > height ) height = gl_lms.allocated[i]; } GL_Bind( XASH_TEXTURE0, tr.dlightTexture ); pglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, BLOCK_SIZE, height, GL_RGBA, GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer ); } else { rgbdata_t r_lightmap; char lmName[16]; i = gl_lms.current_lightmap_texture; // upload static lightmaps only during loading memset( &r_lightmap, 0, sizeof( r_lightmap )); Q_snprintf( lmName, sizeof( lmName ), "*lightmap%i", i ); r_lightmap.width = BLOCK_SIZE; r_lightmap.height = BLOCK_SIZE; r_lightmap.type = PF_RGBA_32; r_lightmap.size = r_lightmap.width * r_lightmap.height * 4; r_lightmap.flags = IMAGE_HAS_COLOR; r_lightmap.buffer = gl_lms.lightmap_buffer; tr.lightmapTextures[i] = GL_LoadTextureInternal( lmName, &r_lightmap, TF_FONT|TF_ATLAS_PAGE ); if( ++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS ) Host_Error( "AllocBlock: full\n" ); } } /* ================= R_BuildLightmap Combine and scale multiple lightmaps into the floating format in r_blocklights ================= */ static void R_BuildLightMap( msurface_t *surf, byte *dest, int stride, qboolean dynamic ) { int smax, tmax; uint *bl, scale; int i, map, size, s, t; int sample_size; mextrasurf_t *info = surf->info; color24 *lm; sample_size = Mod_SampleSizeForFace( surf ); smax = ( info->lightextents[0] / sample_size ) + 1; tmax = ( info->lightextents[1] / sample_size ) + 1; size = smax * tmax; lm = surf->samples; memset( r_blocklights, 0, sizeof( uint ) * size * 3 ); // add all the lightmaps for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255 && lm; map++ ) { scale = tr.lightstylevalue[surf->styles[map]]; for( i = 0, bl = r_blocklights; i < size; i++, bl += 3, lm++ ) { bl[0] += LightToTexGamma( lm->r ) * scale; bl[1] += LightToTexGamma( lm->g ) * scale; bl[2] += LightToTexGamma( lm->b ) * scale; } } // add all the dynamic lights if( surf->dlightframe == tr.framecount && dynamic ) R_AddDynamicLights( surf ); // Put into texture format stride -= (smax << 2); bl = r_blocklights; for( t = 0; t < tmax; t++, dest += stride ) { for( s = 0; s < smax; s++ ) { dest[0] = Q_min((bl[0] >> 7), 255 ); dest[1] = Q_min((bl[1] >> 7), 255 ); dest[2] = Q_min((bl[2] >> 7), 255 ); dest[3] = 255; bl += 3; dest += 4; } } } /* ================ DrawGLPoly ================ */ void DrawGLPoly( glpoly_t *p, float xScale, float yScale ) { float *v; float sOffset, sy; float tOffset, cy; cl_entity_t *e = RI.currententity; int i, hasScale = false; if( !p ) return; if( FBitSet( p->flags, SURF_DRAWTILED )) GL_ResetFogColor(); if( p->flags & SURF_CONVEYOR ) { float flConveyorSpeed = 0.0f; float flRate, flAngle; gl_texture_t *texture; if( Host_IsQuakeCompatible() && RI.currententity == clgame.entities ) { // same as doom speed flConveyorSpeed = -35.0f; } else { flConveyorSpeed = (e->curstate.rendercolor.g<<8|e->curstate.rendercolor.b) / 16.0f; if( e->curstate.rendercolor.r ) flConveyorSpeed = -flConveyorSpeed; } texture = R_GetTexture( glState.currentTextures[glState.activeTMU] ); flRate = abs( flConveyorSpeed ) / (float)texture->srcWidth; flAngle = ( flConveyorSpeed >= 0 ) ? 180 : 0; SinCos( flAngle * ( M_PI / 180.0f ), &sy, &cy ); sOffset = cl.time * cy * flRate; tOffset = cl.time * sy * flRate; // make sure that we are positive if( sOffset < 0.0f ) sOffset += 1.0f + -(int)sOffset; if( tOffset < 0.0f ) tOffset += 1.0f + -(int)tOffset; // make sure that we are in a [0,1] range sOffset = sOffset - (int)sOffset; tOffset = tOffset - (int)tOffset; } else { sOffset = tOffset = 0.0f; } if( xScale != 0.0f && yScale != 0.0f ) hasScale = true; pglBegin( GL_POLYGON ); for( i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE ) { if( hasScale ) pglTexCoord2f(( v[3] + sOffset ) * xScale, ( v[4] + tOffset ) * yScale ); else pglTexCoord2f( v[3] + sOffset, v[4] + tOffset ); pglVertex3fv( v ); } pglEnd(); if( FBitSet( p->flags, SURF_DRAWTILED )) GL_SetupFogColorForSurfaces(); } /* ================ DrawGLPolyChain Render lightmaps ================ */ void DrawGLPolyChain( glpoly_t *p, float soffset, float toffset ) { qboolean dynamic = true; if( soffset == 0.0f && toffset == 0.0f ) dynamic = false; for( ; p != NULL; p = p->chain ) { float *v; int i; pglBegin( GL_POLYGON ); v = p->verts[0]; for( i = 0; i < p->numverts; i++, v += VERTEXSIZE ) { if( !dynamic ) pglTexCoord2f( v[5], v[6] ); else pglTexCoord2f( v[5] - soffset, v[6] - toffset ); pglVertex3fv( v ); } pglEnd (); } } _inline qboolean R_HasLightmap( void ) { if( CVAR_TO_BOOL( r_fullbright ) || !cl.worldmodel->lightdata ) return false; if( RI.currententity ) { if( RI.currententity->curstate.effects & EF_FULLBRIGHT ) return; // disabled by user // check for rendermode switch( RI.currententity->curstate.rendermode ) { case kRenderTransTexture: case kRenderTransColor: case kRenderTransAdd: case kRenderGlow: return false; // no lightmaps } } return true; } /* ================ R_BlendLightmaps ================ */ void R_BlendLightmaps( void ) { msurface_t *surf, *newsurf = NULL; int i; if( !R_HasLightmap() ) return; GL_SetupFogColorForSurfaces (); if( !CVAR_TO_BOOL( r_lightmap )) pglEnable( GL_BLEND ); else pglDisable( GL_BLEND ); // lightmapped solid surfaces pglDepthMask( GL_FALSE ); pglDepthFunc( GL_EQUAL ); pglDisable( GL_ALPHA_TEST ); pglBlendFunc( GL_ZERO, GL_SRC_COLOR ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); // render static lightmaps first for( i = 0; i < MAX_LIGHTMAPS; i++ ) { if( gl_lms.lightmap_surfaces[i] ) { GL_Bind( XASH_TEXTURE0, tr.lightmapTextures[i] ); for( surf = gl_lms.lightmap_surfaces[i]; surf != NULL; surf = surf->info->lightmapchain ) { if( surf->polys ) DrawGLPolyChain( surf->polys, 0.0f, 0.0f ); } } } // render dynamic lightmaps if( CVAR_TO_BOOL( r_dynamic )) { LM_InitBlock(); GL_Bind( XASH_TEXTURE0, tr.dlightTexture ); newsurf = gl_lms.dynamic_surfaces; for( surf = gl_lms.dynamic_surfaces; surf != NULL; surf = surf->info->lightmapchain ) { int smax, tmax; int sample_size; mextrasurf_t *info = surf->info; byte *base; sample_size = Mod_SampleSizeForFace( surf ); smax = ( info->lightextents[0] / sample_size ) + 1; tmax = ( info->lightextents[1] / sample_size ) + 1; if( LM_AllocBlock( smax, tmax, &surf->info->dlight_s, &surf->info->dlight_t )) { base = gl_lms.lightmap_buffer; base += ( surf->info->dlight_t * BLOCK_SIZE + surf->info->dlight_s ) * 4; R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true ); } else { msurface_t *drawsurf; // upload what we have so far LM_UploadBlock( true ); // draw all surfaces that use this lightmap for( drawsurf = newsurf; drawsurf != surf; drawsurf = drawsurf->info->lightmapchain ) { if( drawsurf->polys ) { DrawGLPolyChain( drawsurf->polys, ( drawsurf->light_s - drawsurf->info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ), ( drawsurf->light_t - drawsurf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE )); } } newsurf = drawsurf; // clear the block LM_InitBlock(); // try uploading the block now if( !LM_AllocBlock( smax, tmax, &surf->info->dlight_s, &surf->info->dlight_t )) Host_Error( "AllocBlock: full\n" ); base = gl_lms.lightmap_buffer; base += ( surf->info->dlight_t * BLOCK_SIZE + surf->info->dlight_s ) * 4; R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true ); } } // draw remainder of dynamic lightmaps that haven't been uploaded yet if( newsurf ) LM_UploadBlock( true ); for( surf = newsurf; surf != NULL; surf = surf->info->lightmapchain ) { if( surf->polys ) { DrawGLPolyChain( surf->polys, ( surf->light_s - surf->info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ), ( surf->light_t - surf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE )); } } } pglDisable( GL_BLEND ); pglDepthMask( GL_TRUE ); pglDepthFunc( GL_LEQUAL ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); // restore fog here GL_ResetFogColor(); } /* ================ R_RenderFullbrights ================ */ void R_RenderFullbrights( void ) { mextrasurf_t *es, *p; int i; if( !draw_fullbrights ) return; R_AllowFog( false ); pglEnable( GL_BLEND ); pglDepthMask( GL_FALSE ); pglDisable( GL_ALPHA_TEST ); pglBlendFunc( GL_ONE, GL_ONE ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); for( i = 1; i < MAX_TEXTURES; i++ ) { es = fullbright_surfaces[i]; if( !es ) continue; GL_Bind( XASH_TEXTURE0, i ); for( p = es; p; p = p->lumachain ) DrawGLPoly( p->surf->polys, 0.0f, 0.0f ); fullbright_surfaces[i] = NULL; es->lumachain = NULL; } pglDisable( GL_BLEND ); pglDepthMask( GL_TRUE ); pglDisable( GL_ALPHA_TEST ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); draw_fullbrights = false; R_AllowFog( true ); } /* ================ R_RenderDetails ================ */ void R_RenderDetails( void ) { gl_texture_t *glt; mextrasurf_t *es, *p; msurface_t *fa; int i; if( !draw_details ) return; GL_SetupFogColorForSurfaces(); pglEnable( GL_BLEND ); pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); pglDepthFunc( GL_EQUAL ); for( i = 1; i < MAX_TEXTURES; i++ ) { es = detail_surfaces[i]; if( !es ) continue; GL_Bind( XASH_TEXTURE0, i ); for( p = es; p; p = p->detailchain ) { fa = p->surf; glt = R_GetTexture( fa->texinfo->texture->gl_texturenum ); // get texture scale DrawGLPoly( fa->polys, glt->xscale, glt->yscale ); } detail_surfaces[i] = NULL; es->detailchain = NULL; } pglDisable( GL_BLEND ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglDepthFunc( GL_LEQUAL ); draw_details = false; // restore fog here GL_ResetFogColor(); } /* ================ R_RenderBrushPoly ================ */ void R_RenderBrushPoly( msurface_t *fa, int cull_type ) { qboolean is_dynamic = false; int maps; texture_t *t; r_stats.c_world_polys++; if( fa->flags & SURF_DRAWSKY ) return; // already handled t = R_TextureAnimation( fa ); GL_Bind( XASH_TEXTURE0, t->gl_texturenum ); if( FBitSet( fa->flags, SURF_DRAWTURB )) { // warp texture, no lightmaps EmitWaterPolys( fa, (cull_type == CULL_BACKSIDE)); return; } if( t->fb_texturenum ) { fa->info->lumachain = fullbright_surfaces[t->fb_texturenum]; fullbright_surfaces[t->fb_texturenum] = fa->info; draw_fullbrights = true; } if( CVAR_TO_BOOL( r_detailtextures )) { if( pglIsEnabled( GL_FOG )) { // don't apply detail textures for windows in the fog if( RI.currententity->curstate.rendermode != kRenderTransTexture ) { if( t->dt_texturenum ) { fa->info->detailchain = detail_surfaces[t->dt_texturenum]; detail_surfaces[t->dt_texturenum] = fa->info; } else { // draw stub detail texture for underwater surfaces fa->info->detailchain = detail_surfaces[tr.grayTexture]; detail_surfaces[tr.grayTexture] = fa->info; } draw_details = true; } } else if( t->dt_texturenum ) { fa->info->detailchain = detail_surfaces[t->dt_texturenum]; detail_surfaces[t->dt_texturenum] = fa->info; draw_details = true; } } DrawGLPoly( fa->polys, 0.0f, 0.0f ); if( RI.currententity->curstate.rendermode == kRenderNormal ) { // batch decals to draw later if( tr.num_draw_decals < MAX_DECAL_SURFS && fa->pdecals ) tr.draw_decals[tr.num_draw_decals++] = fa; } else { // if rendermode != kRenderNormal draw decals sequentially DrawSurfaceDecals( fa, true, (cull_type == CULL_BACKSIDE)); } if( FBitSet( fa->flags, SURF_DRAWTILED )) return; // no lightmaps anyway // check for lightmap modification for( maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++ ) { if( tr.lightstylevalue[fa->styles[maps]] != fa->cached_light[maps] ) goto dynamic; } // dynamic this frame or dynamic previously if(( fa->dlightframe == tr.framecount )) { dynamic: // NOTE: at this point we have only valid textures if( r_dynamic->value ) is_dynamic = true; } if( is_dynamic ) { if(( fa->styles[maps] >= 32 || fa->styles[maps] == 0 || fa->styles[maps] == 20 ) && ( fa->dlightframe != tr.framecount )) { byte temp[132*132*4]; mextrasurf_t *info = fa->info; int sample_size; int smax, tmax; sample_size = Mod_SampleSizeForFace( fa ); smax = ( info->lightextents[0] / sample_size ) + 1; tmax = ( info->lightextents[1] / sample_size ) + 1; R_BuildLightMap( fa, temp, smax * 4, true ); R_SetCacheState( fa ); GL_Bind( XASH_TEXTURE0, tr.lightmapTextures[fa->lightmaptexturenum] ); pglTexSubImage2D( GL_TEXTURE_2D, 0, fa->light_s, fa->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, temp ); fa->info->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum]; gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa; } else { fa->info->lightmapchain = gl_lms.dynamic_surfaces; gl_lms.dynamic_surfaces = fa; } } else { fa->info->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum]; gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa; } } /* ================ R_DrawTextureChains ================ */ void R_DrawTextureChains( void ) { int i; msurface_t *s; texture_t *t; // make sure what color is reset pglColor4ub( 255, 255, 255, 255 ); R_LoadIdentity(); // set identity matrix GL_SetupFogColorForSurfaces(); // restore worldmodel RI.currententity = clgame.entities; RI.currentmodel = RI.currententity->model; if( FBitSet( world.flags, FWORLD_SKYSPHERE ) && !FBitSet( world.flags, FWORLD_CUSTOM_SKYBOX )) { pglDisable( GL_TEXTURE_2D ); pglColor3f( 1.0f, 1.0f, 1.0f ); } // clip skybox surfaces for( s = skychain; s != NULL; s = s->texturechain ) R_AddSkyBoxSurface( s ); if( FBitSet( world.flags, FWORLD_SKYSPHERE ) && !FBitSet( world.flags, FWORLD_CUSTOM_SKYBOX )) { pglEnable( GL_TEXTURE_2D ); if( skychain ) R_DrawClouds(); skychain = NULL; } for( i = 0; i < cl.worldmodel->numtextures; i++ ) { t = cl.worldmodel->textures[i]; if( !t ) continue; s = t->texturechain; if( !s || ( i == tr.skytexturenum )) continue; if(( s->flags & SURF_DRAWTURB ) && clgame.movevars.wateralpha < 1.0f ) continue; // draw translucent water later if( Host_IsQuakeCompatible() && FBitSet( s->flags, SURF_TRANSPARENT )) { draw_alpha_surfaces = true; continue; // draw transparent surfaces later } for( ; s != NULL; s = s->texturechain ) R_RenderBrushPoly( s, CULL_VISIBLE ); t->texturechain = NULL; } } /* ================ R_DrawAlphaTextureChains ================ */ void R_DrawAlphaTextureChains( void ) { int i; msurface_t *s; texture_t *t; if( !draw_alpha_surfaces ) return; memset( gl_lms.lightmap_surfaces, 0, sizeof( gl_lms.lightmap_surfaces )); gl_lms.dynamic_surfaces = NULL; // make sure what color is reset pglColor4ub( 255, 255, 255, 255 ); R_LoadIdentity(); // set identity matrix pglDisable( GL_BLEND ); pglEnable( GL_ALPHA_TEST ); pglAlphaFunc( GL_GREATER, 0.25f ); GL_SetupFogColorForSurfaces(); // restore worldmodel RI.currententity = clgame.entities; RI.currentmodel = RI.currententity->model; RI.currententity->curstate.rendermode = kRenderTransAlpha; draw_alpha_surfaces = false; for( i = 0; i < cl.worldmodel->numtextures; i++ ) { t = cl.worldmodel->textures[i]; if( !t ) continue; s = t->texturechain; if( !s || !FBitSet( s->flags, SURF_TRANSPARENT )) continue; for( ; s != NULL; s = s->texturechain ) R_RenderBrushPoly( s, CULL_VISIBLE ); t->texturechain = NULL; } GL_ResetFogColor(); R_BlendLightmaps(); RI.currententity->curstate.rendermode = kRenderNormal; // restore world rendermode pglAlphaFunc( GL_GREATER, DEFAULT_ALPHATEST ); } /* ================ R_DrawWaterSurfaces ================ */ void R_DrawWaterSurfaces( void ) { int i; msurface_t *s; texture_t *t; if( !RI.drawWorld || RI.onlyClientDraw ) return; // non-transparent water is already drawed if( clgame.movevars.wateralpha >= 1.0f ) return; // restore worldmodel RI.currententity = clgame.entities; RI.currentmodel = RI.currententity->model; // go back to the world matrix R_LoadIdentity(); pglEnable( GL_BLEND ); pglDepthMask( GL_FALSE ); pglDisable( GL_ALPHA_TEST ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglColor4f( 1.0f, 1.0f, 1.0f, clgame.movevars.wateralpha ); for( i = 0; i < cl.worldmodel->numtextures; i++ ) { t = cl.worldmodel->textures[i]; if( !t ) continue; s = t->texturechain; if( !s ) continue; if( !FBitSet( s->flags, SURF_DRAWTURB )) continue; // set modulate mode explicitly GL_Bind( XASH_TEXTURE0, t->gl_texturenum ); for( ; s; s = s->texturechain ) EmitWaterPolys( s, false ); t->texturechain = NULL; } pglDisable( GL_BLEND ); pglDepthMask( GL_TRUE ); pglDisable( GL_ALPHA_TEST ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglColor4ub( 255, 255, 255, 255 ); } /* ================= R_SurfaceCompare compare translucent surfaces ================= */ static int R_SurfaceCompare( const sortedface_t *a, const sortedface_t *b ) { msurface_t *surf1, *surf2; vec3_t org1, org2; float len1, len2; surf1 = (msurface_t *)a->surf; surf2 = (msurface_t *)b->surf; VectorAdd( RI.currententity->origin, surf1->info->origin, org1 ); VectorAdd( RI.currententity->origin, surf2->info->origin, org2 ); // compare by plane dists len1 = DotProduct( org1, RI.vforward ) - RI.viewplanedist; len2 = DotProduct( org2, RI.vforward ) - RI.viewplanedist; if( len1 > len2 ) return -1; if( len1 < len2 ) return 1; return 0; } void R_SetRenderMode( cl_entity_t *e ) { switch( e->curstate.rendermode ) { case kRenderNormal: pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); break; case kRenderTransColor: pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); pglColor4ub( e->curstate.rendercolor.r, e->curstate.rendercolor.g, e->curstate.rendercolor.b, e->curstate.renderamt ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglDisable( GL_TEXTURE_2D ); pglEnable( GL_BLEND ); break; case kRenderTransAdd: pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglColor4f( tr.blend, tr.blend, tr.blend, 1.0f ); pglBlendFunc( GL_ONE, GL_ONE ); pglDepthMask( GL_FALSE ); pglEnable( GL_BLEND ); break; case kRenderTransAlpha: pglEnable( GL_ALPHA_TEST ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); if( Host_IsQuakeCompatible( )) { pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); pglColor4f( 1.0f, 1.0f, 1.0f, tr.blend ); pglEnable( GL_BLEND ); } else { pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pglDisable( GL_BLEND ); } pglAlphaFunc( GL_GREATER, 0.25f ); break; default: pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); pglColor4f( 1.0f, 1.0f, 1.0f, tr.blend ); pglDepthMask( GL_FALSE ); pglEnable( GL_BLEND ); break; } } /* ================= R_DrawBrushModel ================= */ void R_DrawBrushModel( cl_entity_t *e ) { int i, k, num_sorted; vec3_t origin_l, oldorigin; int old_rendermode; vec3_t mins, maxs; int cull_type; msurface_t *psurf; model_t *clmodel; qboolean rotated; dlight_t *l; qboolean allow_vbo = CVAR_TO_BOOL( r_vbo ); if( !RI.drawWorld ) return; clmodel = e->model; // external models not loaded to VBO if( clmodel->surfaces != cl.worldmodel->surfaces ) allow_vbo = false; if( !VectorIsNull( e->angles )) { for( i = 0; i < 3; i++ ) { mins[i] = e->origin[i] - clmodel->radius; maxs[i] = e->origin[i] + clmodel->radius; } rotated = true; } else { VectorAdd( e->origin, clmodel->mins, mins ); VectorAdd( e->origin, clmodel->maxs, maxs ); rotated = false; } if( R_CullBox( mins, maxs )) return; memset( gl_lms.lightmap_surfaces, 0, sizeof( gl_lms.lightmap_surfaces )); old_rendermode = e->curstate.rendermode; gl_lms.dynamic_surfaces = NULL; if( rotated ) R_RotateForEntity( e ); else R_TranslateForEntity( e ); if( Host_IsQuakeCompatible() && FBitSet( clmodel->flags, MODEL_TRANSPARENT )) e->curstate.rendermode = kRenderTransAlpha; e->visframe = tr.realframecount; // visible if( rotated ) Matrix4x4_VectorITransform( RI.objectMatrix, RI.cullorigin, tr.modelorg ); else VectorSubtract( RI.cullorigin, e->origin, tr.modelorg ); // calculate dynamic lighting for bmodel for( k = 0, l = cl_dlights; k < MAX_DLIGHTS; k++, l++ ) { if( l->die < cl.time || !l->radius ) continue; VectorCopy( l->origin, oldorigin ); // save lightorigin Matrix4x4_VectorITransform( RI.objectMatrix, l->origin, origin_l ); VectorCopy( origin_l, l->origin ); // move light in bmodel space R_MarkLights( l, 1<nodes + clmodel->hulls[0].firstclipnode ); VectorCopy( oldorigin, l->origin ); // restore lightorigin } // setup the rendermode R_SetRenderMode( e ); GL_SetupFogColorForSurfaces (); if( e->curstate.rendermode == kRenderTransAdd ) { R_AllowFog( false ); allow_vbo = false; } if( e->curstate.rendermode == kRenderTransColor || e->curstate.rendermode == kRenderTransTexture ) allow_vbo = false; psurf = &clmodel->surfaces[clmodel->firstmodelsurface]; num_sorted = 0; for( i = 0; i < clmodel->nummodelsurfaces; i++, psurf++ ) { if( FBitSet( psurf->flags, SURF_DRAWTURB ) && !Host_IsQuakeCompatible( )) { if( psurf->plane->type != PLANE_Z && !FBitSet( e->curstate.effects, EF_WATERSIDES )) continue; if( mins[2] + 1.0 >= psurf->plane->dist ) continue; } cull_type = R_CullSurface( psurf, &RI.frustum, RI.frustum.clipFlags ); if( cull_type >= CULL_FRUSTUM ) continue; if( cull_type == CULL_BACKSIDE ) { if( !FBitSet( psurf->flags, SURF_DRAWTURB ) && !( psurf->pdecals && e->curstate.rendermode == kRenderTransTexture )) continue; } if( num_sorted < world.max_surfaces ) { world.draw_surfaces[num_sorted].surf = psurf; world.draw_surfaces[num_sorted].cull = cull_type; num_sorted++; } } // sort faces if needs if( !FBitSet( clmodel->flags, MODEL_LIQUID ) && e->curstate.rendermode == kRenderTransTexture && !CVAR_TO_BOOL( gl_nosort )) qsort( world.draw_surfaces, num_sorted, sizeof( sortedface_t ), R_SurfaceCompare ); // draw sorted translucent surfaces for( i = 0; i < num_sorted; i++ ) if( !allow_vbo || !R_AddSurfToVBO( world.draw_surfaces[i].surf, true ) ) R_RenderBrushPoly( world.draw_surfaces[i].surf, world.draw_surfaces[i].cull ); R_DrawVBO( R_HasLightmap(), true ); if( e->curstate.rendermode == kRenderTransColor ) pglEnable( GL_TEXTURE_2D ); DrawDecalsBatch(); GL_ResetFogColor(); R_BlendLightmaps(); R_RenderFullbrights(); R_RenderDetails(); // restore fog here if( e->curstate.rendermode == kRenderTransAdd ) R_AllowFog( true ); e->curstate.rendermode = old_rendermode; pglDisable( GL_ALPHA_TEST ); pglAlphaFunc( GL_GREATER, DEFAULT_ALPHATEST ); pglDisable( GL_BLEND ); pglDepthMask( GL_TRUE ); R_DrawModelHull(); // draw before restore R_LoadIdentity(); // restore worldmatrix } /* ============================== VBO ============================== */ /* Bulld arrays (vboarray_t) for all map geometry on map load. Store index base for every surface (vbosurfdata_t) to build index arrays For each texture build index arrays (vbotexture_t) every frame. */ // vertex attribs //#define NO_TEXTURE_MATRIX // need debug typedef struct vbovertex_s { vec3_t pos; vec2_t gl_tc; vec2_t lm_tc; #ifdef NO_TEXTURE_MATRIX vec2_t dt_tc; #endif } vbovertex_t; // store indexes for each texture typedef struct vbotexture_s { unsigned short *indexarray; // index array (generated instead of texture chains) uint curindex; // counter for index array uint len; // maximum index array length struct vbotexture_s *next; // if cannot fit into one array, allocate new one, as every array has own index space msurface_t *dlightchain; // list of dlight surfaces struct vboarray_s *vboarray; // debug uint lightmaptexturenum; } vbotexture_t; // array list typedef struct vboarray_s { uint glindex; // glGenBuffers int array_len; // allocation length vbovertex_t *array; // vertex attrib array struct vboarray_s *next; // split by 65536 vertices } vboarray_t; // every surface is linked to vbo texture typedef struct vbosurfdata_s { vbotexture_t *vbotexture; uint texturenum; uint startindex; } vbosurfdata_t; typedef struct vbodecal_s { int numVerts; } vbodecal_t; #define DECAL_VERTS_MAX 32 #define DECAL_VERTS_CUT 8 typedef struct vbodecaldata_s { vbodecal_t decals[MAX_RENDER_DECALS]; vbovertex_t decalarray[MAX_RENDER_DECALS * DECAL_VERTS_CUT]; uint decalvbo; msurface_t **lm; } vbodecaldata_t; // gl_decals.c extern decal_t gDecalPool[MAX_RENDER_DECALS]; struct vbo_static_s { // quickly free all allocations on map change byte *mempool; // arays vbodecaldata_t *decaldata; // array vbotexture_t *textures; // array vbosurfdata_t *surfdata; // array vboarray_t *arraylist; // linked list // separate areay for dlights (build during draw) unsigned short *dlight_index; // array vec2_t *dlight_tc; // array unsigned int dlight_vbo; vbovertex_t decal_dlight[MAX_RENDER_DECALS * DECAL_VERTS_MAX]; unsigned int decal_dlight_vbo; int decal_numverts[MAX_RENDER_DECALS * DECAL_VERTS_MAX]; // prevent draining cpu on empty cycles int minlightmap; int maxlightmap; int mintexture; int maxtexture; // never skip array splits int minarraysplit_tex; int maxarraysplit_tex; int minarraysplit_lm; int maxarraysplit_lm; } vbos; struct multitexturestate_s { int tmu_gl; // texture tmu int tmu_dt; // detail tmu int tmu_lm; // lightmap tmu qboolean details_enabled; // current texture has details int lm; // current lightmap texture qboolean skiptexture; gl_texture_t *glt; // details scale } mtst; /* =================== R_GenerateVBO Allocate memory for arrays, fill it with vertex attribs and upload to GPU =================== */ void R_GenerateVBO() { int numtextures = cl.worldmodel->numtextures; int numlightmaps = gl_lms.current_lightmap_texture; int k, len = 0; vboarray_t *vbo; uint maxindex = 0; R_ClearVBO(); // we do not want to write vbo code that does not use multitexture if( !GL_Support( GL_ARB_VERTEX_BUFFER_OBJECT_EXT ) || !GL_Support( GL_ARB_MULTITEXTURE ) || glConfig.max_texture_units < 2 ) { Cvar_FullSet( "r_vbo", "0", FCVAR_READ_ONLY ); return; } // save in config if enabled manually if( CVAR_TO_BOOL( r_vbo ) ) r_vbo->flags |= FCVAR_ARCHIVE; vbos.mempool = Mem_AllocPool("Render VBO Zone"); vbos.minarraysplit_tex = INT_MAX; vbos.maxarraysplit_tex = 0; vbos.minarraysplit_lm = MAXLIGHTMAPS; vbos.maxarraysplit_lm = 0; vbos.minlightmap = MAX_LIGHTMAPS; vbos.maxlightmap = 0; vbos.mintexture = INT_MAX; vbos.maxtexture = 0; vbos.textures = Mem_Calloc( vbos.mempool, numtextures * numlightmaps * sizeof( vbotexture_t ) ); vbos.surfdata = Mem_Calloc( vbos.mempool, cl.worldmodel->numsurfaces * sizeof( vbosurfdata_t ) ); vbos.arraylist = vbo = Mem_Calloc( vbos.mempool, sizeof( vboarray_t ) ); vbos.decaldata = Mem_Calloc( vbos.mempool, sizeof( vbodecaldata_t ) ); vbos.decaldata->lm = Mem_Calloc( vbos.mempool, sizeof( msurface_t* ) * numlightmaps ); // count array lengths for( k = 0; k < numlightmaps; k++ ) { int j; for( j = 0; j < numtextures; j++ ) { int i; vbotexture_t *vbotex = &vbos.textures[k * numtextures + j]; for( i = 0; i < cl.worldmodel->numsurfaces; i++ ) { msurface_t *surf = &cl.worldmodel->surfaces[i]; if( surf->flags & ( SURF_DRAWSKY | SURF_DRAWTURB | SURF_CONVEYOR | SURF_DRAWTURB_QUADS ) ) continue; if( surf->lightmaptexturenum != k ) continue; if( R_TextureAnimation( surf ) != cl.worldmodel->textures[j] ) continue; if( vbo->array_len + surf->polys->numverts > USHRT_MAX ) { // generate new array and new vbotexture node vbo->array = Mem_Calloc( vbos.mempool, sizeof( vbovertex_t ) * vbo->array_len ); Msg( "R_GenerateVBOs: allocated array of %d verts, texture %d\n", vbo->array_len, j ); vbo->next = Mem_Calloc( vbos.mempool, sizeof( vboarray_t ) ); vbo = vbo->next; vbotex->next = Mem_Calloc( vbos.mempool, sizeof( vbotexture_t ) ); vbotex = vbotex->next; // never skip this textures and lightmaps if( vbos.minarraysplit_tex > j ) vbos.minarraysplit_tex = j; if( vbos.minarraysplit_lm > k ) vbos.minarraysplit_lm = k; if( vbos.maxarraysplit_tex < j + 1 ) vbos.maxarraysplit_tex = j + 1; if( vbos.maxarraysplit_lm < k + 1 ) vbos.maxarraysplit_lm = k + 1; } vbos.surfdata[i].vbotexture = vbotex; vbos.surfdata[i].startindex = vbo->array_len; vbos.surfdata[i].texturenum = j; vbo->array_len += surf->polys->numverts; vbotex->len += surf->polys->numverts; vbotex->vboarray = vbo; } } } // allocate last array vbo->array = Mem_Calloc( vbos.mempool, sizeof( vbovertex_t ) * vbo->array_len ); Msg( "R_GenerateVBOs: allocated array of %d verts\n", vbo->array_len ); // switch to list begin vbo = vbos.arraylist; // fill and upload for( k = 0; k < numlightmaps; k++ ) { int j; for( j = 0; j < numtextures; j++ ) { int i; vbotexture_t *vbotex = &vbos.textures[k * numtextures + j]; // preallocate index arrays vbotex->indexarray = Mem_Calloc( vbos.mempool, sizeof( unsigned short ) * 6 * vbotex->len ); vbotex->lightmaptexturenum = k; if( maxindex < vbotex->len ) maxindex = vbotex->len; for( i = 0; i < cl.worldmodel->numsurfaces; i++ ) { msurface_t *surf = &cl.worldmodel->surfaces[i]; int l; if( surf->flags & ( SURF_DRAWSKY | SURF_DRAWTURB | SURF_CONVEYOR | SURF_DRAWTURB_QUADS ) ) continue; if( surf->lightmaptexturenum != k ) continue; if( R_TextureAnimation( surf ) != cl.worldmodel->textures[j] ) continue; // switch to next array if( len + surf->polys->numverts > USHRT_MAX ) { // upload last generated array pglGenBuffersARB( 1, &vbo->glindex ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); pglBufferDataARB( GL_ARRAY_BUFFER_ARB, vbo->array_len * sizeof( vbovertex_t ), vbo->array, GL_STATIC_DRAW_ARB ); ASSERT( len == vbo->array_len ); vbo = vbo->next; vbotex = vbotex->next; vbotex->indexarray = Mem_Calloc( vbos.mempool, sizeof( unsigned short ) * 6 * vbotex->len ); vbotex->lightmaptexturenum = k; // calculate limits for dlights if( maxindex < vbotex->len ) maxindex = vbotex->len; len = 0; } // fill vbovertex_t for( l = 0; l < surf->polys->numverts; l++ ) { float *v = surf->polys->verts[l]; VectorCopy( v, vbo->array[len + l].pos ); vbo->array[len + l].gl_tc[0] = v[3]; vbo->array[len + l].gl_tc[1] = v[4]; vbo->array[len + l].lm_tc[0] = v[5]; vbo->array[len + l].lm_tc[1] = v[6]; #ifdef NO_TEXTURE_MATRIX if( cl.worldmodel->textures[j]->dt_texturenum ) { gl_texture_t *glt = R_GetTexture( cl.worldmodel->textures[j]->gl_texturenum ); vbo->array[len + l].dt_tc[0] = v[3] * glt->xscale; vbo->array[len + l].dt_tc[1] = v[4] * glt->yscale; } #endif } len += surf->polys->numverts; } } } ASSERT( len == vbo->array_len ); // upload last array pglGenBuffersARB( 1, &vbo->glindex ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); pglBufferDataARB( GL_ARRAY_BUFFER_ARB, vbo->array_len * sizeof( vbovertex_t ), vbo->array, GL_STATIC_DRAW_ARB ); // prepare decal array pglGenBuffersARB( 1, &vbos.decaldata->decalvbo ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo ); pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_CUT * MAX_RENDER_DECALS, vbos.decaldata->decalarray, GL_DYNAMIC_DRAW_ARB ); // preallocate dlight arrays vbos.dlight_index = Mem_Calloc( vbos.mempool, maxindex * sizeof( unsigned short ) * 6 ); // select maximum possible length for dlight vbos.dlight_tc = Mem_Calloc( vbos.mempool, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) ); if( CVAR_TO_BOOL(r_vbo_dlightmode) ) { pglGenBuffersARB( 1, &vbos.dlight_vbo ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo ); pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) , vbos.dlight_tc, GL_STREAM_DRAW_ARB ); pglGenBuffersARB( 1, &vbos.decal_dlight_vbo ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo ); pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), vbos.decal_dlight, GL_STREAM_DRAW_ARB ); } // reset state pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); mtst.tmu_gl = XASH_TEXTURE0; } /* ============== R_AddDecalVBO generate decal mesh and put it to array ============== */ void R_AddDecalVBO( decal_t *pdecal, msurface_t *surf ) { int numVerts, i; float *v; int decalindex = pdecal - &gDecalPool[0]; if( !vbos.decaldata ) return; v = R_DecalSetupVerts( pdecal, surf, pdecal->texture, &numVerts ); if( numVerts > DECAL_VERTS_CUT ) { // use client arrays vbos.decaldata->decals[decalindex].numVerts = -1; return; } for( i = 0; i < numVerts; i++ ) memcpy( &vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i], v + i * VERTEXSIZE, VERTEXSIZE * 4 ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo ); pglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, decalindex * sizeof( vbovertex_t ) * DECAL_VERTS_CUT, sizeof( vbovertex_t ) * numVerts, &vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT] ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); vbos.decaldata->decals[decalindex].numVerts = numVerts; } /* ============= R_ClearVBO free all vbo data ============= */ void R_ClearVBO() { vboarray_t *vbo; for( vbo = vbos.arraylist; vbo; vbo = vbo->next ) pglDeleteBuffersARB( 1, &vbo->glindex ); vbos.arraylist = NULL; if( vbos.decaldata ) pglDeleteBuffersARB( 1, &vbos.decaldata->decalvbo ); if( vbos.dlight_vbo ) pglDeleteBuffersARB( 1, &vbos.dlight_vbo ); if( vbos.decal_dlight_vbo ) pglDeleteBuffersARB( 1, &vbos.decal_dlight_vbo ); vbos.decal_dlight_vbo = vbos.dlight_vbo = 0; vbos.decaldata = NULL; Mem_FreePool( &vbos.mempool ); } /* =================== R_DisableDetail disable detail tmu =================== */ static void R_DisableDetail( void ) { if( mtst.details_enabled && mtst.tmu_dt != -1 ) { GL_SelectTexture( mtst.tmu_dt ); pglDisableClientState( GL_TEXTURE_COORD_ARRAY ); pglDisable( GL_TEXTURE_2D ); pglLoadIdentity(); } } /* =================== R_EnableDetail enable detail tmu if availiable =================== */ static void R_EnableDetail( void ) { if( mtst.details_enabled && mtst.tmu_dt != -1 ) { GL_SelectTexture( mtst.tmu_dt ); pglEnableClientState( GL_TEXTURE_COORD_ARRAY ); pglEnable( GL_TEXTURE_2D ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB ); pglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE ); pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB ); pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE ); pglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2 ); // use transform matrix for details (undone) #ifndef NO_TEXTURE_MATRIX pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) ); pglMatrixMode( GL_TEXTURE ); pglLoadIdentity(); pglScalef( mtst.glt->xscale, mtst.glt->yscale, 1 ); #else pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, dt_tc ) ); #endif } } /* ============== R_SetLightmap enable lightmap on current tmu ============== */ static void R_SetLightmap( void ) { if( mtst.skiptexture ) return; /*if( gl_overbright->integer ) { pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB ); pglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE ); pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB ); pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE ); pglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2 ); } else*/ pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) ); } /* ============== R_SetDecalMode When drawing decal, disable or restore bump and details set tmu to lightmap when enabled ============== */ static void R_SetDecalMode( qboolean enable ) { // order is important to correctly rearrange TMUs if( enable ) { // disable detail texture if enabled R_DisableDetail(); } else { R_EnableDetail(); } } /* ============== R_SetupVBOTexture setup multitexture mode before drawing VBOs if tex is NULL, load texture by number ============== */ static texture_t *R_SetupVBOTexture( texture_t *tex, int number ) { if( mtst.skiptexture ) return tex; if( !tex ) tex = R_TextureAnim( cl.worldmodel->textures[number] ); if( CVAR_TO_BOOL( r_detailtextures ) && tex->dt_texturenum && mtst.tmu_dt != -1 ) { mtst.details_enabled = true; GL_Bind( mtst.tmu_dt, tex->dt_texturenum ); mtst.glt = R_GetTexture( tex->gl_texturenum ); R_EnableDetail(); } else R_DisableDetail(); GL_Bind( mtst.tmu_gl, CVAR_TO_BOOL( r_lightmap )?tr.whiteTexture:tex->gl_texturenum ); return tex; } /* =================== R_AdditionalPasses draw details when not enough tmus =================== */ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo ) { // draw details in additional pass if( r_detailtextures->value && mtst.tmu_dt == -1 && tex->dt_texturenum ) { gl_texture_t *glt = R_GetTexture( tex->gl_texturenum ); GL_SelectTexture( XASH_TEXTURE1 ); pglDisable( GL_TEXTURE_2D ); // setup detail GL_Bind( XASH_TEXTURE0, tex->dt_texturenum ); pglEnable( GL_BLEND ); pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); // when drawing dlights, we need to bind array and unbind it again if( resetvbo ) pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) ); // apply scale pglMatrixMode( GL_TEXTURE ); pglLoadIdentity(); pglScalef( glt->xscale, glt->yscale, 1 ); // draw #if !defined XASH_NANOGL || defined XASH_WES && defined __EMSCRIPTEN__ // WebGL need to know array sizes if( pglDrawRangeElements ) pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, indexlen, GL_UNSIGNED_SHORT, indexarray ); else #endif pglDrawElements( GL_TRIANGLES, indexlen, GL_UNSIGNED_SHORT, indexarray ); // restore state pglLoadIdentity(); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglDisable( GL_BLEND ); GL_Bind( XASH_TEXTURE1, mtst.lm ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) ); GL_SelectTexture( XASH_TEXTURE1 ); pglEnable( GL_TEXTURE_2D ); if( resetvbo ) pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); } } /* ===================== R_DrawLightmappedVBO Draw array for given vbotexture_t. build and draw dynamic lightmaps if present ===================== */ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap, qboolean skiplighting ) { #if !defined XASH_NANOGL || defined XASH_WES && defined __EMSCRIPTEN__ // WebGL need to know array sizes if( pglDrawRangeElements ) pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray ); else #endif pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray ); R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false ); // draw debug lines if( CVAR_TO_BOOL(gl_wireframe) && !skiplighting ) { R_SetDecalMode( true ); pglDisable( GL_TEXTURE_2D ); GL_SelectTexture( XASH_TEXTURE0 ); pglDisable( GL_TEXTURE_2D ); pglDisable( GL_DEPTH_TEST ); #if !defined XASH_NANOGL || defined XASH_WES && defined __EMSCRIPTEN__ // WebGL need to know array sizes if( pglDrawRangeElements ) pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray ); else #endif pglDrawElements( GL_LINES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray ); pglEnable( GL_DEPTH_TEST ); pglEnable( GL_TEXTURE_2D ); GL_SelectTexture( XASH_TEXTURE1 ); pglEnable( GL_TEXTURE_2D ); R_SetDecalMode( false ); } //Msg( "%d %d %d\n", vbo->array_len, vbotex->len, lightmap ); if( skiplighting ) { vbotex->curindex = 0; vbotex->dlightchain = NULL; return; } // draw dlights and dlighted decals if( vbotex->dlightchain ) { unsigned short *dlightarray = vbos.dlight_index; // preallocated array unsigned int dlightindex = 0; msurface_t *surf, *newsurf; int decalcount = 0; GL_Bind( mtst.tmu_lm, tr.dlightTexture ); // replace lightmap texcoord array by dlight array pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo ); if( vbos.dlight_vbo ) pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 ); else pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc ); // clear the block LM_InitBlock(); // accumulate indexes for every dlighted surface until dlight block full for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain ) { int smax, tmax; byte *base; uint indexbase = vbos.surfdata[((char*)surf - (char*)cl.worldmodel->surfaces) / sizeof( *surf )].startindex; uint index; mextrasurf_t *info; // this stores current dlight offset decal_t *pdecal; int sample_size; info = surf->info; sample_size = Mod_SampleSizeForFace( surf ); smax = ( info->lightextents[0] / sample_size ) + 1; tmax = ( info->lightextents[1] / sample_size ) + 1; // find space for this surface and get offsets if( LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t )) { base = gl_lms.lightmap_buffer; base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4; R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true ); } else { // out of free block space. Draw all generated index array and clear it // upload already generated block LM_UploadDynamicBlock(); #if !defined XASH_NANOGL || defined XASH_WES && defined __EMSCRIPTEN__ // WebGL need to know array sizes if( pglDrawRangeElements ) pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, dlightindex, GL_UNSIGNED_SHORT, dlightarray ); else #endif pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray ); // draw decals that lighted with this lightmap if( decalcount ) { msurface_t *decalsurf; int decali = 0; pglDepthMask( GL_FALSE ); pglEnable( GL_BLEND ); pglEnable( GL_POLYGON_OFFSET_FILL ); if( RI.currententity->curstate.rendermode == kRenderTransAlpha ) pglDisable( GL_ALPHA_TEST ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo ); R_SetDecalMode( true ); if( vbos.decal_dlight_vbo ) { pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), offsetof( vbovertex_t, lm_tc ) ); GL_SelectTexture( mtst.tmu_gl ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), offsetof( vbovertex_t, gl_tc ) ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), offsetof( vbovertex_t, pos ) ); } else { pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc ); GL_SelectTexture( mtst.tmu_gl ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos); } for( decalsurf = newsurf; ( decali < decalcount ) && ( decalsurf != surf ); decalsurf = decalsurf->info->lightmapchain ) { for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext ) { gl_texture_t *glt; if( !pdecal->texture ) continue; glt = R_GetTexture( pdecal->texture ); GL_Bind( mtst.tmu_gl, pdecal->texture ); // normal HL decal with alpha-channel if( glt->flags & TF_HAS_ALPHA ) { // draw transparent decals with GL_MODULATE if( glt->fogParams[3] > 230 ) pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } else { // color decal like detail texture. Base color is 127 127 127 pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR ); } pglDrawArrays( GL_TRIANGLE_FAN, decali * DECAL_VERTS_MAX, vbos.decal_numverts[decali] ); decali++; } newsurf = surf; } // restore states pointers for next dynamic lightmap pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglDepthMask( GL_TRUE ); pglDisable( GL_BLEND ); pglDisable( GL_POLYGON_OFFSET_FILL ); if( RI.currententity->curstate.rendermode == kRenderTransAlpha ) pglEnable( GL_ALPHA_TEST ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo ); R_SetDecalMode( false ); GL_SelectTexture( mtst.tmu_lm ); if( vbos.dlight_vbo ) pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 ); else pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) ); R_SetupVBOTexture( texture, 0 ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) ); decalcount = 0; } // clear the block LM_InitBlock(); dlightindex = 0; // try upload the block now if( !LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t )) Host_Error( "AllocBlock: full\n" ); base = gl_lms.lightmap_buffer; base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4; R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true ); } // build index and texcoords arrays vbos.dlight_tc[indexbase][0] = surf->polys->verts[0][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ); vbos.dlight_tc[indexbase][1] = surf->polys->verts[0][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ); vbos.dlight_tc[indexbase + 1][0] = surf->polys->verts[1][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ); vbos.dlight_tc[indexbase + 1][1] = surf->polys->verts[1][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ); for( index = indexbase + 2; index < indexbase + surf->polys->numverts; index++ ) { dlightarray[dlightindex++] = indexbase; dlightarray[dlightindex++] = index - 1; dlightarray[dlightindex++] = index; vbos.dlight_tc[index][0] = surf->polys->verts[index - indexbase][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ); vbos.dlight_tc[index][1] = surf->polys->verts[index - indexbase][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ); } if( vbos.dlight_vbo ) { pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo ); pglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * indexbase, sizeof( vec2_t )* surf->polys->numverts, vbos.dlight_tc + indexbase ); } // if surface has decals, build decal array for( pdecal = surf->pdecals; pdecal; pdecal = pdecal->pnext ) { int decalindex = pdecal - &gDecalPool[0]; int numVerts = vbos.decaldata->decals[decalindex].numVerts; int i; if( numVerts == -1 ) { // build decal array float *v = R_DecalSetupVerts( pdecal, surf, pdecal->texture, &numVerts ); for( i = 0; i < numVerts; i++, v += VERTEXSIZE ) { VectorCopy( v, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos ); vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = v[3]; vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = v[4]; vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = v[5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ); vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = v[6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ); } } else { // copy from vbo for( i = 0; i < numVerts; i++ ) { VectorCopy( vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].pos, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos ); vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[0]; vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[1]; vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[0] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ); vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[1] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ); } } if( vbos.dlight_vbo ) { pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo ); pglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * decalcount * DECAL_VERTS_MAX, sizeof( vbovertex_t )* numVerts, vbos.decal_dlight + decalcount * DECAL_VERTS_MAX ); } vbos.decal_numverts[decalcount] = numVerts; decalcount++; } //info->dlight_s = info->dlight_t = 0; } if( dlightindex ) { // update block LM_UploadDynamicBlock(); // draw remaining array #if !defined XASH_NANOGL || defined XASH_WES && defined __EMSCRIPTEN__ // WebGL need to know array sizes if( pglDrawRangeElements ) pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, dlightindex, GL_UNSIGNED_SHORT, dlightarray ); else #endif pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray ); R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true ); // draw remaining decals if( decalcount ) { msurface_t *decalsurf; int decali = 0; pglDepthMask( GL_FALSE ); pglEnable( GL_BLEND ); pglEnable( GL_POLYGON_OFFSET_FILL ); if( RI.currententity->curstate.rendermode == kRenderTransAlpha ) pglDisable( GL_ALPHA_TEST ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo ); R_SetDecalMode( true ); if( vbos.decal_dlight_vbo ) { pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), offsetof( vbovertex_t, lm_tc ) ); GL_SelectTexture( mtst.tmu_gl ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), offsetof( vbovertex_t, gl_tc ) ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), offsetof( vbovertex_t, pos ) ); } else { pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc ); GL_SelectTexture( mtst.tmu_gl ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos); } for( decalsurf = newsurf; decali < decalcount && decalsurf; decalsurf = decalsurf->info->lightmapchain ) { decal_t *pdecal; for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext ) { gl_texture_t *glt; if( !pdecal->texture ) continue; glt = R_GetTexture( pdecal->texture ); GL_Bind( mtst.tmu_gl, pdecal->texture ); // normal HL decal with alpha-channel if( glt->flags & TF_HAS_ALPHA ) { // draw transparent decals with GL_MODULATE if( glt->fogParams[3] > 230 ) pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } else { // color decal like detail texture. Base color is 127 127 127 pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR ); } pglDrawArrays( GL_TRIANGLE_FAN, decali * DECAL_VERTS_MAX, vbos.decal_numverts[decali] ); decali++; } } // reset states pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglDepthMask( GL_TRUE ); pglDisable( GL_BLEND ); pglDisable( GL_POLYGON_OFFSET_FILL ); if( RI.currententity->curstate.rendermode == kRenderTransAlpha ) pglEnable( GL_ALPHA_TEST ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); R_SetDecalMode( false ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) ); R_SetupVBOTexture( texture, 0 ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) ); } } // restore static lightmap pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); GL_Bind( mtst.tmu_lm, tr.lightmapTextures[lightmap] ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) ); // prepare to next frame vbotex->dlightchain = NULL; } // prepare to next frame vbotex->curindex = 0; } /* ===================== R_DrawVBO Draw generated index arrays ===================== */ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures ) { int numtextures = cl.worldmodel->numtextures; int numlightmaps = gl_lms.current_lightmap_texture; int k; vboarray_t *vbo = vbos.arraylist; if( !CVAR_TO_BOOL( r_vbo ) ) return; // bind array pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); pglEnableClientState( GL_VERTEX_ARRAY ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) ); // setup multitexture if( drawtextures ) { GL_SelectTexture( mtst.tmu_gl = XASH_TEXTURE0 ); pglEnable( GL_TEXTURE_2D ); pglEnableClientState( GL_TEXTURE_COORD_ARRAY ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) ); } if( drawlightmap ) { // set lightmap texenv GL_SelectTexture( mtst.tmu_lm = XASH_TEXTURE1 ); pglEnable( GL_TEXTURE_2D ); pglEnableClientState( GL_TEXTURE_COORD_ARRAY ); R_SetLightmap(); } mtst.skiptexture = !drawtextures; mtst.tmu_dt = glConfig.max_texture_units > 2? XASH_TEXTURE2:-1; // setup limits if( vbos.minlightmap > vbos.minarraysplit_lm ) vbos.minlightmap = vbos.minarraysplit_lm; if( vbos.maxlightmap < vbos.maxarraysplit_lm ) vbos.maxlightmap = vbos.maxarraysplit_lm; if( vbos.maxlightmap > numlightmaps ) vbos.maxlightmap = numlightmaps; if( vbos.mintexture > vbos.minarraysplit_tex ) vbos.mintexture = vbos.minarraysplit_tex; if( vbos.maxtexture < vbos.maxarraysplit_tex ) vbos.maxtexture = vbos.maxarraysplit_tex; if( vbos.maxtexture > numtextures ) vbos.maxtexture = numtextures; for( k = vbos.minlightmap; k < vbos.maxlightmap; k++ ) { int j; msurface_t *lightmapchain; if( drawlightmap ) { GL_Bind( mtst.tmu_lm, mtst.lm = tr.lightmapTextures[k] ); } for( j = vbos.mintexture; j < vbos.maxtexture; j++ ) { vbotexture_t *vbotex = &vbos.textures[k * numtextures + j]; texture_t *tex = NULL; if( !vbotex->vboarray ) continue; ASSERT( vbotex->vboarray == vbo ); if( vbotex->curindex || vbotex->dlightchain ) { // draw textures static lightmap first if( drawtextures ) tex = R_SetupVBOTexture( NULL, j ); R_DrawLightmappedVBO( vbo, vbotex, tex, k, !drawlightmap ); } // if we need to switch to next array (only if map has >65536 vertices) while( vbotex->next ) { vbotex = vbotex->next; vbo = vbo->next; // bind new vertex and index arrays pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) ); // update texcoord pointers if( drawtextures ) { tex = R_SetupVBOTexture( tex, 0 ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) ); } if( drawlightmap ) { GL_Bind( mtst.tmu_lm, tr.lightmapTextures[k] ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) ); } // draw new array if( (vbotex->curindex || vbotex->dlightchain) ) R_DrawLightmappedVBO( vbo, vbotex, tex, k, !drawlightmap ); } } if( drawtextures && drawlightmap && vbos.decaldata->lm[k] ) { // prepare for decal draw pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo ); pglDepthMask( GL_FALSE ); pglEnable( GL_BLEND ); pglEnable( GL_POLYGON_OFFSET_FILL ); if( RI.currententity->curstate.rendermode == kRenderTransAlpha ) pglDisable( GL_ALPHA_TEST ); R_SetDecalMode( true ); // Set pointers to vbodecaldata->decalvbo if( drawlightmap ) { GL_SelectTexture( mtst.tmu_lm ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) ); GL_SelectTexture( mtst.tmu_gl ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) ); } // all surfaces having decals and this lightmap for( lightmapchain = vbos.decaldata->lm[k]; lightmapchain; lightmapchain = lightmapchain->info->lightmapchain ) { decal_t *pdecal; // all decals of surface for( pdecal = lightmapchain->pdecals; pdecal; pdecal = pdecal->pnext ) { gl_texture_t *glt; int decalindex = pdecal - &gDecalPool[0]; if( !pdecal->texture ) continue; glt = R_GetTexture( pdecal->texture ); GL_Bind( mtst.tmu_gl, pdecal->texture ); // normal HL decal with alpha-channel if( glt->flags & TF_HAS_ALPHA ) { // draw transparent decals with GL_MODULATE if( glt->fogParams[3] > 230 ) pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } else { // color decal like detail texture. Base color is 127 127 127 pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR ); } if( vbos.decaldata->decals[decalindex].numVerts == -1 ) { int numVerts; float *v; v = R_DecalSetupVerts( pdecal, lightmapchain, pdecal->texture, &numVerts ); // to many verts to keep in sparse array, so build it now pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); pglVertexPointer( 3, GL_FLOAT, VERTEXSIZE * 4, v ); pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 3 ); if( drawlightmap ) { GL_SelectTexture( mtst.tmu_lm ); pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 5 ); } pglDrawArrays( GL_TRIANGLE_FAN, 0, numVerts ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) ); GL_SelectTexture( mtst.tmu_gl ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) ); } else // just draw VBO pglDrawArrays( GL_TRIANGLE_FAN, decalindex * DECAL_VERTS_CUT, vbos.decaldata->decals[decalindex].numVerts ); } } // prepare for next frame vbos.decaldata->lm[k] = NULL; // prepare for next texture pglDepthMask( GL_TRUE ); pglDisable( GL_BLEND ); pglDisable( GL_POLYGON_OFFSET_FILL ); // restore vbo pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) ); // restore bump if needed R_SetDecalMode( false ); // restore texture GL_SelectTexture( mtst.tmu_gl ); pglEnableClientState( GL_TEXTURE_COORD_ARRAY ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) ); // restore lightmap GL_SelectTexture( mtst.tmu_lm ); pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) ); if( RI.currententity->curstate.rendermode == kRenderTransAlpha ) pglEnable( GL_ALPHA_TEST ); } if( !drawtextures || !drawlightmap ) vbos.decaldata->lm[k] = NULL; } ASSERT( !vbo->next ); // restore states R_DisableDetail(); if( drawlightmap ) { // reset states GL_SelectTexture( XASH_TEXTURE1 ); pglDisableClientState( GL_TEXTURE_COORD_ARRAY ); pglDisable( GL_TEXTURE_2D ); if( drawtextures ) { GL_SelectTexture( XASH_TEXTURE0 ); pglEnable( GL_TEXTURE_2D ); } } if( drawtextures ) pglDisableClientState( GL_TEXTURE_COORD_ARRAY ); mtst.details_enabled = false; vbos.minlightmap = MAX_LIGHTMAPS; vbos.maxlightmap = 0; vbos.mintexture = INT_MAX; vbos.maxtexture = 0; pglDisableClientState( GL_VERTEX_ARRAY ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); } /* ================ R_CheckLightMap update surface's lightmap if needed and return true if it is dynamic ================ */ static qboolean R_CheckLightMap( msurface_t *fa ) { int maps; qboolean is_dynamic = false; // check for lightmap modification for( maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++ ) { if( tr.lightstylevalue[fa->styles[maps]] != fa->cached_light[maps] ) { is_dynamic = true; break; } } // already up to date if( !is_dynamic && ( fa->dlightframe != tr.framecount || maps == MAX_LIGHTMAPS ) ) return false; // build lightmap if(( fa->styles[maps] >= 32 || fa->styles[maps] == 0 ) && ( fa->dlightframe != tr.framecount )) { byte temp[132*132*4]; int smax, tmax; int sample_size; mextrasurf_t *info; info = fa->info; sample_size = Mod_SampleSizeForFace( fa ); smax = ( info->lightextents[0] / sample_size ) + 1; tmax = ( info->lightextents[1] / sample_size ) + 1; if( smax < 132 && tmax < 132 ) { R_BuildLightMap( fa, temp, smax * 4, true ); } else { smax = min( smax, 132 ); tmax = min( tmax, 132 ); //Host_MapDesignError( "R_RenderBrushPoly: bad surface extents: %d %d", fa->extents[0], fa->extents[1] ); memset( temp, 255, sizeof( temp ) ); } R_SetCacheState( fa ); #ifdef XASH_WES GL_Bind( XASH_TEXTURE1, tr.lightmapTextures[fa->lightmaptexturenum] ); pglTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE ); #else GL_Bind( XASH_TEXTURE0, tr.lightmapTextures[fa->lightmaptexturenum] ); #endif pglTexSubImage2D( GL_TEXTURE_2D, 0, fa->light_s, fa->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, temp ); #ifdef XASH_WES GL_SelectTexture( XASH_TEXTURE0 ); #endif } // add to dynamic chain else return true; // updated return false; } qboolean R_AddSurfToVBO( msurface_t *surf, qboolean buildlightmap ) { if( CVAR_TO_BOOL(r_vbo) && vbos.surfdata[surf - cl.worldmodel->surfaces].vbotexture ) { // find vbotexture_t assotiated with this surface int idx = surf - cl.worldmodel->surfaces; vbotexture_t *vbotex = vbos.surfdata[idx].vbotexture; int texturenum = vbos.surfdata[idx].texturenum; if( !surf->polys ) return true; if( vbos.maxlightmap < surf->lightmaptexturenum + 1 ) vbos.maxlightmap = surf->lightmaptexturenum + 1; if( vbos.minlightmap > surf->lightmaptexturenum ) vbos.minlightmap = surf->lightmaptexturenum; if( vbos.maxtexture < texturenum + 1 ) vbos.maxtexture = texturenum + 1; if( vbos.mintexture > texturenum ) vbos.mintexture = texturenum; buildlightmap &= !CVAR_TO_BOOL( r_fullbright ) && !!cl.worldmodel->lightdata; if( buildlightmap && R_CheckLightMap( surf ) ) { // every vbotex has own lightmap chain (as we sorted if by textures to use multitexture) surf->info->lightmapchain = vbotex->dlightchain; vbotex->dlightchain = surf; } else { uint indexbase = vbos.surfdata[idx].startindex; uint index; // GL_TRIANGLE_FAN: 0 1 2 0 2 3 0 3 4 ... for( index = indexbase + 2; index < indexbase + surf->polys->numverts; index++ ) { vbotex->indexarray[vbotex->curindex++] = indexbase; vbotex->indexarray[vbotex->curindex++] = index - 1; vbotex->indexarray[vbotex->curindex++] = index; } // if surface has decals, add it to decal lightmapchain if( surf->pdecals ) { surf->info->lightmapchain = vbos.decaldata->lm[vbotex->lightmaptexturenum]; vbos.decaldata->lm[vbotex->lightmaptexturenum] = surf; } } return true; } return false; } /* ============================================================= WORLD MODEL ============================================================= */ /* ================ R_RecursiveWorldNode ================ */ void R_RecursiveWorldNode( mnode_t *node, uint clipflags ) { int i, clipped; msurface_t *surf, **mark; mleaf_t *pleaf; int c, side; float dot; loc0: if( node->contents == CONTENTS_SOLID ) return; // hit a solid leaf if( node->visframe != tr.visframecount ) return; if( clipflags && !CVAR_TO_BOOL( r_nocull )) { for( i = 0; i < 6; i++ ) { const mplane_t *p = &RI.frustum.planes[i]; if( !FBitSet( clipflags, BIT( i ))) continue; clipped = BoxOnPlaneSide( node->minmaxs, node->minmaxs + 3, p ); if( clipped == 2 ) return; if( clipped == 1 ) ClearBits( clipflags, BIT( i )); } } // if a leaf node, draw stuff if( node->contents < 0 ) { pleaf = (mleaf_t *)node; mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if( c ) { do { (*mark)->visframe = tr.framecount; mark++; } while( --c ); } // deal with model fragments in this leaf if( pleaf->efrags ) R_StoreEfrags( &pleaf->efrags, tr.realframecount ); r_stats.c_world_leafs++; return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on dot = PlaneDiff( tr.modelorg, node->plane ); side = (dot >= 0.0f) ? 0 : 1; // recurse down the children, front side first R_RecursiveWorldNode( node->children[side], clipflags ); // draw stuff for( c = node->numsurfaces, surf = cl.worldmodel->surfaces + node->firstsurface; c; c--, surf++ ) { if( R_CullSurface( surf, &RI.frustum, clipflags )) continue; if( surf->flags & SURF_DRAWSKY ) { // make sky chain to right clip the skybox surf->texturechain = skychain; skychain = surf; } else if( !R_AddSurfToVBO( surf, true ) ) { surf->texturechain = surf->texinfo->texture->texturechain; surf->texinfo->texture->texturechain = surf; } } // recurse down the back side node = node->children[!side]; goto loc0; } /* ================ R_CullNodeTopView cull node by user rectangle (simple scissor) ================ */ qboolean R_CullNodeTopView( mnode_t *node ) { vec2_t delta, size; vec3_t center, half; // build the node center and half-diagonal VectorAverage( node->minmaxs, node->minmaxs + 3, center ); VectorSubtract( node->minmaxs + 3, center, half ); // cull against the screen frustum or the appropriate area's frustum. Vector2Subtract( center, world_orthocenter, delta ); Vector2Add( half, world_orthohalf, size ); return ( fabs( delta[0] ) > size[0] ) || ( fabs( delta[1] ) > size[1] ); } /* ================ R_DrawTopViewLeaf ================ */ static void R_DrawTopViewLeaf( mleaf_t *pleaf, uint clipflags ) { msurface_t **mark, *surf; int i; for( i = 0, mark = pleaf->firstmarksurface; i < pleaf->nummarksurfaces; i++, mark++ ) { surf = *mark; // don't process the same surface twice if( surf->visframe == tr.framecount ) continue; surf->visframe = tr.framecount; if( R_CullSurface( surf, &RI.frustum, clipflags )) continue; if(!( surf->flags & SURF_DRAWSKY )) { surf->texturechain = surf->texinfo->texture->texturechain; surf->texinfo->texture->texturechain = surf; } } // deal with model fragments in this leaf if( pleaf->efrags ) R_StoreEfrags( &pleaf->efrags, tr.realframecount ); r_stats.c_world_leafs++; } /* ================ R_DrawWorldTopView ================ */ void R_DrawWorldTopView( mnode_t *node, uint clipflags ) { int i, c, clipped; msurface_t *surf; do { if( node->contents == CONTENTS_SOLID ) return; // hit a solid leaf if( node->visframe != tr.visframecount ) return; if( clipflags && !r_nocull->value ) { for( i = 0; i < 6; i++ ) { const mplane_t *p = &RI.frustum.planes[i]; if( !FBitSet( clipflags, BIT( i ))) continue; clipped = BoxOnPlaneSide( node->minmaxs, node->minmaxs + 3, p ); if( clipped == 2 ) return; if( clipped == 1 ) ClearBits( clipflags, BIT( i )); } } // cull against the screen frustum or the appropriate area's frustum. if( R_CullNodeTopView( node )) return; // if a leaf node, draw stuff if( node->contents < 0 ) { R_DrawTopViewLeaf( (mleaf_t *)node, clipflags ); return; } // draw stuff for( c = node->numsurfaces, surf = cl.worldmodel->surfaces + node->firstsurface; c; c--, surf++ ) { // don't process the same surface twice if( surf->visframe == tr.framecount ) continue; surf->visframe = tr.framecount; if( R_CullSurface( surf, &RI.frustum, clipflags )) continue; if(!( surf->flags & SURF_DRAWSKY )) { surf->texturechain = surf->texinfo->texture->texturechain; surf->texinfo->texture->texturechain = surf; } } // recurse down both children, we don't care the order... R_DrawWorldTopView( node->children[0], clipflags ); node = node->children[1]; } while( node ); } /* ============= R_DrawTriangleOutlines ============= */ void R_DrawTriangleOutlines( void ) { int i, j; msurface_t *surf; glpoly_t *p; float *v; if( !gl_wireframe->value ) return; pglDisable( GL_TEXTURE_2D ); pglDisable( GL_DEPTH_TEST ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); // render static surfaces first for( i = 0; i < MAX_LIGHTMAPS; i++ ) { for( surf = gl_lms.lightmap_surfaces[i]; surf != NULL; surf = surf->info->lightmapchain ) { p = surf->polys; for( ; p != NULL; p = p->chain ) { pglBegin( GL_POLYGON ); v = p->verts[0]; for( j = 0; j < p->numverts; j++, v += VERTEXSIZE ) pglVertex3fv( v ); pglEnd (); } } } // render surfaces with dynamic lightmaps for( surf = gl_lms.dynamic_surfaces; surf != NULL; surf = surf->info->lightmapchain ) { p = surf->polys; for( ; p != NULL; p = p->chain ) { pglBegin( GL_POLYGON ); v = p->verts[0]; for( j = 0; j < p->numverts; j++, v += VERTEXSIZE ) pglVertex3fv( v ); pglEnd (); } } pglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); pglEnable( GL_DEPTH_TEST ); pglEnable( GL_TEXTURE_2D ); } /* ============= R_DrawWorld ============= */ void R_DrawWorld( void ) { double start, end; // paranoia issues: when gl_renderer is "0" we need have something valid for currententity // to prevent crashing until HeadShield drawing. RI.currententity = clgame.entities; RI.currentmodel = RI.currententity->model; if( !RI.drawWorld || RI.onlyClientDraw ) return; VectorCopy( RI.cullorigin, tr.modelorg ); memset( gl_lms.lightmap_surfaces, 0, sizeof( gl_lms.lightmap_surfaces )); memset( fullbright_surfaces, 0, sizeof( fullbright_surfaces )); memset( detail_surfaces, 0, sizeof( detail_surfaces )); gl_lms.dynamic_surfaces = NULL; pglDisable( GL_ALPHA_TEST ); pglDisable( GL_BLEND ); tr.blend = 1.0f; R_ClearSkyBox (); start = Sys_DoubleTime(); if( RI.drawOrtho ) R_DrawWorldTopView( cl.worldmodel->nodes, RI.frustum.clipFlags ); else R_RecursiveWorldNode( cl.worldmodel->nodes, RI.frustum.clipFlags ); end = Sys_DoubleTime(); r_stats.t_world_node = end - start; start = Sys_DoubleTime(); R_DrawVBO( !CVAR_TO_BOOL(r_fullbright) && !!cl.worldmodel->lightdata, true ); R_DrawTextureChains(); if( !CL_IsDevOverviewMode( )) { DrawDecalsBatch(); GL_ResetFogColor(); R_BlendLightmaps(); R_RenderFullbrights(); R_RenderDetails(); if( skychain ) R_DrawSkyBox(); } end = Sys_DoubleTime(); r_stats.t_world_draw = end - start; tr.num_draw_decals = 0; skychain = NULL; R_DrawTriangleOutlines (); R_DrawWorldHull(); } /* =============== R_MarkLeaves Mark the leaves and nodes that are in the PVS for the current leaf =============== */ void R_MarkLeaves( void ) { qboolean novis = false; qboolean force = false; mleaf_t *leaf = NULL; mnode_t *node; vec3_t test; int i; if( !RI.drawWorld ) return; if( FBitSet( r_novis->flags, FCVAR_CHANGED ) || tr.fResetVis ) { // force recalc viewleaf ClearBits( r_novis->flags, FCVAR_CHANGED ); tr.fResetVis = false; RI.viewleaf = NULL; } VectorCopy( RI.pvsorigin, test ); if( RI.viewleaf != NULL ) { // merge two leafs that can be a crossed-line contents if( RI.viewleaf->contents == CONTENTS_EMPTY ) { VectorSet( test, RI.pvsorigin[0], RI.pvsorigin[1], RI.pvsorigin[2] - 16.0f ); leaf = Mod_PointInLeaf( test, cl.worldmodel->nodes ); } else { VectorSet( test, RI.pvsorigin[0], RI.pvsorigin[1], RI.pvsorigin[2] + 16.0f ); leaf = Mod_PointInLeaf( test, cl.worldmodel->nodes ); } if(( leaf->contents != CONTENTS_SOLID ) && ( RI.viewleaf != leaf )) force = true; } if( RI.viewleaf == RI.oldviewleaf && RI.viewleaf != NULL && !force ) return; // development aid to let you run around // and see exactly where the pvs ends if( r_lockpvs->value ) return; RI.oldviewleaf = RI.viewleaf; tr.visframecount++; if( r_novis->value || RI.drawOrtho || !RI.viewleaf || !cl.worldmodel->visdata ) novis = true; Mod_FatPVS( RI.pvsorigin, REFPVS_RADIUS, RI.visbytes, world.visbytes, FBitSet( RI.params, RP_OLDVIEWLEAF ), novis ); if( force && !novis ) Mod_FatPVS( test, REFPVS_RADIUS, RI.visbytes, world.visbytes, true, novis ); for( i = 0; i < cl.worldmodel->numleafs; i++ ) { if( CHECKVISBIT( RI.visbytes, i )) { node = (mnode_t *)&cl.worldmodel->leafs[i+1]; do { if( node->visframe == tr.visframecount ) break; node->visframe = tr.visframecount; node = node->parent; } while( node ); } } } /* ======================== GL_CreateSurfaceLightmap ======================== */ void GL_CreateSurfaceLightmap( msurface_t *surf ) { int smax, tmax; int sample_size; mextrasurf_t *info = surf->info; byte *base; if( !loadmodel->lightdata ) return; if( FBitSet( surf->flags, SURF_DRAWTILED )) return; sample_size = Mod_SampleSizeForFace( surf ); smax = ( info->lightextents[0] / sample_size ) + 1; tmax = ( info->lightextents[1] / sample_size ) + 1; if( !LM_AllocBlock( smax, tmax, &surf->light_s, &surf->light_t )) { LM_UploadBlock( false ); LM_InitBlock(); if( !LM_AllocBlock( smax, tmax, &surf->light_s, &surf->light_t )) Host_Error( "AllocBlock: full\n" ); } surf->lightmaptexturenum = gl_lms.current_lightmap_texture; base = gl_lms.lightmap_buffer; base += ( surf->light_t * BLOCK_SIZE + surf->light_s ) * 4; R_SetCacheState( surf ); R_BuildLightMap( surf, base, BLOCK_SIZE * 4, false ); } /* ================== GL_RebuildLightmaps Rebuilds the lightmap texture when gamma is changed ================== */ void GL_RebuildLightmaps( void ) { int i, j; model_t *m; if( !cl.video_prepped ) return; // wait for worldmodel ClearBits( vid_brightness->flags, FCVAR_CHANGED ); ClearBits( vid_gamma->flags, FCVAR_CHANGED ); // release old lightmaps for( i = 0; i < MAX_LIGHTMAPS; i++ ) { if( !tr.lightmapTextures[i] ) break; GL_FreeTexture( tr.lightmapTextures[i] ); } memset( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures )); gl_lms.current_lightmap_texture = 0; // setup all the lightstyles CL_RunLightStyles(); LM_InitBlock(); for( i = 0; i < cl.nummodels; i++ ) { if(( m = CL_ModelHandle( i + 1 )) == NULL ) continue; if( m->name[0] == '*' || m->type != mod_brush ) continue; loadmodel = m; for( j = 0; j < m->numsurfaces; j++ ) GL_CreateSurfaceLightmap( m->surfaces + j ); } LM_UploadBlock( false ); if( clgame.drawFuncs.GL_BuildLightmaps ) { // build lightmaps on the client-side clgame.drawFuncs.GL_BuildLightmaps( ); } } /* ================== GL_BuildLightmaps Builds the lightmap texture with all the surfaces from all brush models ================== */ void GL_BuildLightmaps( void ) { int i, j; model_t *m; // release old lightmaps for( i = 0; i < MAX_LIGHTMAPS; i++ ) { if( !tr.lightmapTextures[i] ) break; GL_FreeTexture( tr.lightmapTextures[i] ); } memset( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures )); memset( &RI, 0, sizeof( RI )); // update the lightmap blocksize if( FBitSet( host.features, ENGINE_LARGE_LIGHTMAPS )) tr.block_size = BLOCK_SIZE_MAX; else tr.block_size = BLOCK_SIZE_DEFAULT; skychain = NULL; tr.framecount = tr.visframecount = 1; // no dlight cache gl_lms.current_lightmap_texture = 0; tr.modelviewIdentity = false; tr.realframecount = 1; nColinElim = 0; // setup the texture for dlights R_InitDlightTexture(); // setup all the lightstyles CL_RunLightStyles(); LM_InitBlock(); for( i = 0; i < cl.nummodels; i++ ) { if(( m = CL_ModelHandle( i + 1 )) == NULL ) continue; if( m->name[0] == '*' || m->type != mod_brush ) continue; for( j = 0; j < m->numsurfaces; j++ ) { // clearing all decal chains m->surfaces[j].pdecals = NULL; m->surfaces[j].visframe = 0; loadmodel = m; GL_CreateSurfaceLightmap( m->surfaces + j ); if( m->surfaces[j].flags & SURF_DRAWTURB ) continue; GL_BuildPolygonFromSurface( m, m->surfaces + j ); } // clearing visframe for( j = 0; j < m->numleafs; j++ ) m->leafs[j+1].visframe = 0; for( j = 0; j < m->numnodes; j++ ) m->nodes[j].visframe = 0; } LM_UploadBlock( false ); if( clgame.drawFuncs.GL_BuildLightmaps ) { // build lightmaps on the client-side clgame.drawFuncs.GL_BuildLightmaps( ); } // now gamma and brightness are valid ClearBits( vid_brightness->flags, FCVAR_CHANGED ); ClearBits( vid_gamma->flags, FCVAR_CHANGED ); } void GL_InitRandomTable( void ) { int tu, tv; // make random predictable COM_SetRandomSeed( 255 ); for( tu = 0; tu < MOD_FRAMES; tu++ ) { for( tv = 0; tv < MOD_FRAMES; tv++ ) { rtable[tu][tv] = COM_RandomLong( 0, 0x7FFF ); } } COM_SetRandomSeed( 0 ); }