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2190 lines
50 KiB
2190 lines
50 KiB
/* |
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gl_rsurf.c - surface-related refresh code |
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Copyright (C) 2010 Uncle Mike |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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|
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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. See the |
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GNU General Public License for more details. |
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*/ |
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|
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#include "common.h" |
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#include "client.h" |
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#include "gl_local.h" |
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#include "mod_local.h" |
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#include "mathlib.h" |
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typedef struct |
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{ |
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int allocated[BLOCK_SIZE_MAX]; |
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int current_lightmap_texture; |
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msurface_t *dynamic_surfaces; |
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msurface_t *lightmap_surfaces[MAX_LIGHTMAPS]; |
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byte lightmap_buffer[BLOCK_SIZE_MAX*BLOCK_SIZE_MAX*4]; |
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} gllightmapstate_t; |
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static int nColinElim; // stats |
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static vec2_t world_orthocenter; |
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static vec2_t world_orthohalf; |
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static uint r_blocklights[BLOCK_SIZE_MAX*BLOCK_SIZE_MAX*3]; |
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static mextrasurf_t *fullbright_surfaces[MAX_TEXTURES]; |
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static mextrasurf_t *detail_surfaces[MAX_TEXTURES]; |
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static int rtable[MOD_FRAMES][MOD_FRAMES]; |
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static qboolean draw_alpha_surfaces = false; |
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static qboolean draw_fullbrights = false; |
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static qboolean draw_details = false; |
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static msurface_t *skychain = NULL; |
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static gllightmapstate_t gl_lms; |
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static void LM_UploadBlock( qboolean dynamic ); |
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byte *Mod_GetCurrentVis( void ) |
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{ |
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if( clgame.drawFuncs.Mod_GetCurrentVis && tr.fCustomRendering ) |
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return clgame.drawFuncs.Mod_GetCurrentVis(); |
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return RI.visbytes; |
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} |
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void Mod_SetOrthoBounds( float *mins, float *maxs ) |
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{ |
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if( clgame.drawFuncs.GL_OrthoBounds ) |
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{ |
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clgame.drawFuncs.GL_OrthoBounds( mins, maxs ); |
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} |
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Vector2Average( maxs, mins, world_orthocenter ); |
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Vector2Subtract( maxs, world_orthocenter, world_orthohalf ); |
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} |
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static void BoundPoly( int numverts, float *verts, vec3_t mins, vec3_t maxs ) |
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{ |
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int i, j; |
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float *v; |
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ClearBounds( mins, maxs ); |
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for( i = 0, v = verts; i < numverts; i++ ) |
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{ |
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for( j = 0; j < 3; j++, v++ ) |
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{ |
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if( *v < mins[j] ) mins[j] = *v; |
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if( *v > maxs[j] ) maxs[j] = *v; |
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} |
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} |
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} |
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static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts ) |
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{ |
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vec3_t front[SUBDIVIDE_SIZE], back[SUBDIVIDE_SIZE]; |
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mextrasurf_t *warpinfo = warpface->info; |
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float dist[SUBDIVIDE_SIZE]; |
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float m, frac, s, t, *v; |
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int i, j, k, f, b; |
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float sample_size; |
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vec3_t mins, maxs; |
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glpoly_t *poly; |
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if( numverts > ( SUBDIVIDE_SIZE - 4 )) |
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Host_Error( "Mod_SubdividePolygon: too many vertexes on face ( %i )\n", numverts ); |
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sample_size = Mod_SampleSizeForFace( warpface ); |
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BoundPoly( numverts, verts, mins, maxs ); |
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for( i = 0; i < 3; i++ ) |
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{ |
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m = ( mins[i] + maxs[i] ) * 0.5f; |
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m = SUBDIVIDE_SIZE * floor( m / SUBDIVIDE_SIZE + 0.5f ); |
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if( maxs[i] - m < 8 ) continue; |
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if( m - mins[i] < 8 ) continue; |
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// cut it |
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v = verts + i; |
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for( j = 0; j < numverts; j++, v += 3 ) |
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dist[j] = *v - m; |
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// wrap cases |
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dist[j] = dist[0]; |
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v -= i; |
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VectorCopy( verts, v ); |
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f = b = 0; |
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v = verts; |
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for( j = 0; j < numverts; j++, v += 3 ) |
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{ |
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if( dist[j] >= 0 ) |
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{ |
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VectorCopy( v, front[f] ); |
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f++; |
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} |
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if( dist[j] <= 0 ) |
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{ |
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VectorCopy (v, back[b]); |
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b++; |
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} |
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if( dist[j] == 0 || dist[j+1] == 0 ) |
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continue; |
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if(( dist[j] > 0 ) != ( dist[j+1] > 0 )) |
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{ |
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// clip point |
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frac = dist[j] / ( dist[j] - dist[j+1] ); |
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for( k = 0; k < 3; k++ ) |
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front[f][k] = back[b][k] = v[k] + frac * (v[3+k] - v[k]); |
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f++; |
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b++; |
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} |
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} |
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SubdividePolygon_r( warpface, f, front[0] ); |
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SubdividePolygon_r( warpface, b, back[0] ); |
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return; |
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} |
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if( numverts != 4 ) |
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ClearBits( warpface->flags, SURF_DRAWTURB_QUADS ); |
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// add a point in the center to help keep warp valid |
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poly = Mem_Calloc( loadmodel->mempool, sizeof( glpoly_t ) + (numverts - 4) * VERTEXSIZE * sizeof( float )); |
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poly->next = warpface->polys; |
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poly->flags = warpface->flags; |
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warpface->polys = poly; |
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poly->numverts = numverts; |
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for( i = 0; i < numverts; i++, verts += 3 ) |
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{ |
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VectorCopy( verts, poly->verts[i] ); |
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if( FBitSet( warpface->flags, SURF_DRAWTURB )) |
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{ |
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s = DotProduct( verts, warpface->texinfo->vecs[0] ); |
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t = DotProduct( verts, warpface->texinfo->vecs[1] ); |
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} |
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else |
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{ |
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s = DotProduct( verts, warpface->texinfo->vecs[0] ) + warpface->texinfo->vecs[0][3]; |
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t = DotProduct( verts, warpface->texinfo->vecs[1] ) + warpface->texinfo->vecs[1][3]; |
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s /= warpface->texinfo->texture->width; |
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t /= warpface->texinfo->texture->height; |
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} |
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poly->verts[i][3] = s; |
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poly->verts[i][4] = t; |
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// for speed reasons |
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if( !FBitSet( warpface->flags, SURF_DRAWTURB )) |
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{ |
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// lightmap texture coordinates |
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s = DotProduct( verts, warpinfo->lmvecs[0] ) + warpinfo->lmvecs[0][3]; |
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s -= warpinfo->lightmapmins[0]; |
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s += warpface->light_s * sample_size; |
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s += sample_size * 0.5; |
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s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width; |
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t = DotProduct( verts, warpinfo->lmvecs[1] ) + warpinfo->lmvecs[1][3]; |
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t -= warpinfo->lightmapmins[1]; |
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t += warpface->light_t * sample_size; |
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t += sample_size * 0.5; |
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t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height; |
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poly->verts[i][5] = s; |
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poly->verts[i][6] = t; |
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} |
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} |
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} |
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void GL_SetupFogColorForSurfaces( void ) |
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{ |
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vec3_t fogColor; |
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float factor, div; |
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if( !pglIsEnabled( GL_FOG )) |
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return; |
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if( RI.currententity && RI.currententity->curstate.rendermode == kRenderTransTexture ) |
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{ |
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pglFogfv( GL_FOG_COLOR, RI.fogColor ); |
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return; |
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} |
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div = (r_detailtextures->value) ? 2.0f : 1.0f; |
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factor = (r_detailtextures->value) ? 3.0f : 2.0f; |
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fogColor[0] = pow( RI.fogColor[0] / div, ( 1.0f / factor )); |
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fogColor[1] = pow( RI.fogColor[1] / div, ( 1.0f / factor )); |
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fogColor[2] = pow( RI.fogColor[2] / div, ( 1.0f / factor )); |
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pglFogfv( GL_FOG_COLOR, fogColor ); |
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} |
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void GL_ResetFogColor( void ) |
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{ |
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// restore fog here |
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if( pglIsEnabled( GL_FOG )) |
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pglFogfv( GL_FOG_COLOR, RI.fogColor ); |
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} |
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/* |
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================ |
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GL_SubdivideSurface |
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Breaks a polygon up along axial 64 unit |
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boundaries so that turbulent and sky warps |
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can be done reasonably. |
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================ |
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*/ |
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void GL_SubdivideSurface( msurface_t *fa ) |
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{ |
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vec3_t verts[SUBDIVIDE_SIZE]; |
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int numverts; |
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int i, lindex; |
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float *vec; |
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// convert edges back to a normal polygon |
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numverts = 0; |
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for( i = 0; i < fa->numedges; i++ ) |
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{ |
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lindex = loadmodel->surfedges[fa->firstedge + i]; |
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if( lindex > 0 ) vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position; |
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else vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position; |
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VectorCopy( vec, verts[numverts] ); |
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numverts++; |
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} |
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SetBits( fa->flags, SURF_DRAWTURB_QUADS ); // predict state |
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// do subdivide |
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SubdividePolygon_r( fa, numverts, verts[0] ); |
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} |
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/* |
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================ |
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GL_BuildPolygonFromSurface |
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================ |
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*/ |
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void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa ) |
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{ |
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int i, lindex, lnumverts; |
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medge_t *pedges, *r_pedge; |
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mextrasurf_t *info = fa->info; |
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float sample_size; |
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texture_t *tex; |
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gl_texture_t *glt; |
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float *vec; |
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float s, t; |
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glpoly_t *poly; |
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if( !mod || !fa->texinfo || !fa->texinfo->texture ) |
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return; // bad polygon ? |
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if( FBitSet( fa->flags, SURF_CONVEYOR ) && fa->texinfo->texture->gl_texturenum != 0 ) |
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{ |
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glt = R_GetTexture( fa->texinfo->texture->gl_texturenum ); |
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tex = fa->texinfo->texture; |
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Assert( glt != NULL && tex != NULL ); |
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// update conveyor widths for keep properly speed of scrolling |
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glt->srcWidth = tex->width; |
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glt->srcHeight = tex->height; |
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} |
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sample_size = Mod_SampleSizeForFace( fa ); |
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// reconstruct the polygon |
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pedges = mod->edges; |
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lnumverts = fa->numedges; |
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// detach if already created, reconstruct again |
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poly = fa->polys; |
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fa->polys = NULL; |
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// quake simple models (healthkits etc) need to be reconstructed their polys because LM coords has changed after the map change |
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poly = Mem_Realloc( mod->mempool, poly, sizeof( glpoly_t ) + ( lnumverts - 4 ) * VERTEXSIZE * sizeof( float )); |
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poly->next = fa->polys; |
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poly->flags = fa->flags; |
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fa->polys = poly; |
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poly->numverts = lnumverts; |
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for( i = 0; i < lnumverts; i++ ) |
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{ |
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lindex = mod->surfedges[fa->firstedge + i]; |
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if( lindex > 0 ) |
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{ |
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r_pedge = &pedges[lindex]; |
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vec = mod->vertexes[r_pedge->v[0]].position; |
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} |
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else |
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{ |
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r_pedge = &pedges[-lindex]; |
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vec = mod->vertexes[r_pedge->v[1]].position; |
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} |
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s = DotProduct( vec, fa->texinfo->vecs[0] ) + fa->texinfo->vecs[0][3]; |
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s /= fa->texinfo->texture->width; |
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t = DotProduct( vec, fa->texinfo->vecs[1] ) + fa->texinfo->vecs[1][3]; |
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t /= fa->texinfo->texture->height; |
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VectorCopy( vec, poly->verts[i] ); |
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poly->verts[i][3] = s; |
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poly->verts[i][4] = t; |
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// lightmap texture coordinates |
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s = DotProduct( vec, info->lmvecs[0] ) + info->lmvecs[0][3]; |
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s -= info->lightmapmins[0]; |
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s += fa->light_s * sample_size; |
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s += sample_size * 0.5f; |
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s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width; |
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t = DotProduct( vec, info->lmvecs[1] ) + info->lmvecs[1][3]; |
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t -= info->lightmapmins[1]; |
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t += fa->light_t * sample_size; |
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t += sample_size * 0.5f; |
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t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height; |
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poly->verts[i][5] = s; |
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poly->verts[i][6] = t; |
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} |
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// remove co-linear points - Ed |
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if( !CVAR_TO_BOOL( gl_keeptjunctions ) && !FBitSet( fa->flags, SURF_UNDERWATER )) |
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{ |
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for( i = 0; i < lnumverts; i++ ) |
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{ |
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vec3_t v1, v2; |
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float *prev, *this, *next; |
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prev = poly->verts[(i + lnumverts - 1) % lnumverts]; |
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next = poly->verts[(i + 1) % lnumverts]; |
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this = poly->verts[i]; |
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VectorSubtract( this, prev, v1 ); |
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VectorNormalize( v1 ); |
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VectorSubtract( next, prev, v2 ); |
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VectorNormalize( v2 ); |
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// skip co-linear points |
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if(( fabs( v1[0] - v2[0] ) <= 0.001f) && (fabs( v1[1] - v2[1] ) <= 0.001f) && (fabs( v1[2] - v2[2] ) <= 0.001f)) |
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{ |
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int j, k; |
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for( j = i + 1; j < lnumverts; j++ ) |
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{ |
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for( k = 0; k < VERTEXSIZE; k++ ) |
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poly->verts[j-1][k] = poly->verts[j][k]; |
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} |
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// retry next vertex next time, which is now current vertex |
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lnumverts--; |
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nColinElim++; |
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i--; |
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} |
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} |
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} |
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poly->numverts = lnumverts; |
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} |
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/* |
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=============== |
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R_TextureAnimation |
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Returns the proper texture for a given time and base texture |
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=============== |
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*/ |
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texture_t *R_TextureAnimation( msurface_t *s ) |
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{ |
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texture_t *base = s->texinfo->texture; |
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int count, reletive; |
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if( RI.currententity->curstate.frame ) |
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{ |
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if( base->alternate_anims ) |
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base = base->alternate_anims; |
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} |
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if( !base->anim_total ) |
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return base; |
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if( base->name[0] == '-' ) |
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{ |
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int tx = (int)((s->texturemins[0] + (base->width << 16)) / base->width) % MOD_FRAMES; |
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int ty = (int)((s->texturemins[1] + (base->height << 16)) / base->height) % MOD_FRAMES; |
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reletive = rtable[tx][ty] % base->anim_total; |
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} |
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else |
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{ |
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int speed; |
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// Quake1 textures uses 10 frames per second |
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if( FBitSet( R_GetTexture( base->gl_texturenum )->flags, TF_QUAKEPAL )) |
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speed = 10; |
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else speed = 20; |
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reletive = (int)(cl.time * speed) % base->anim_total; |
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} |
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count = 0; |
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while( base->anim_min > reletive || base->anim_max <= reletive ) |
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{ |
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base = base->anim_next; |
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if( !base || ++count > MOD_FRAMES ) |
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return s->texinfo->texture; |
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} |
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return base; |
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} |
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/* |
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=============== |
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R_AddDynamicLights |
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=============== |
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*/ |
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void R_AddDynamicLights( msurface_t *surf ) |
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{ |
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float dist, rad, minlight; |
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int lnum, s, t, sd, td, smax, tmax; |
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float sl, tl, sacc, tacc; |
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vec3_t impact, origin_l; |
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mextrasurf_t *info = surf->info; |
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int sample_frac = 1.0; |
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float sample_size; |
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mtexinfo_t *tex; |
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dlight_t *dl; |
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uint *bl; |
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// no dlighted surfaces here |
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if( !R_CountSurfaceDlights( surf )) return; |
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sample_size = Mod_SampleSizeForFace( surf ); |
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smax = (info->lightextents[0] / sample_size) + 1; |
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tmax = (info->lightextents[1] / sample_size) + 1; |
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tex = surf->texinfo; |
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if( FBitSet( tex->flags, TEX_WORLD_LUXELS )) |
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{ |
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if( surf->texinfo->faceinfo ) |
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sample_frac = surf->texinfo->faceinfo->texture_step; |
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else if( FBitSet( surf->texinfo->flags, TEX_EXTRA_LIGHTMAP )) |
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sample_frac = LM_SAMPLE_EXTRASIZE; |
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else sample_frac = LM_SAMPLE_SIZE; |
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} |
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for( lnum = 0; lnum < MAX_DLIGHTS; lnum++ ) |
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{ |
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if( !FBitSet( surf->dlightbits, BIT( lnum ))) |
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continue; // not lit by this light |
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dl = &cl_dlights[lnum]; |
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// transform light origin to local bmodel space |
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if( !tr.modelviewIdentity ) |
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Matrix4x4_VectorITransform( RI.objectMatrix, dl->origin, origin_l ); |
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else VectorCopy( dl->origin, origin_l ); |
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rad = dl->radius; |
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dist = PlaneDiff( origin_l, surf->plane ); |
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rad -= fabs( dist ); |
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// rad is now the highest intensity on the plane |
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minlight = dl->minlight; |
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if( rad < minlight ) |
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continue; |
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minlight = rad - minlight; |
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if( surf->plane->type < 3 ) |
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{ |
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VectorCopy( origin_l, impact ); |
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impact[surf->plane->type] -= dist; |
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} |
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else VectorMA( origin_l, -dist, surf->plane->normal, impact ); |
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sl = DotProduct( impact, info->lmvecs[0] ) + info->lmvecs[0][3] - info->lightmapmins[0]; |
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tl = DotProduct( impact, info->lmvecs[1] ) + info->lmvecs[1][3] - info->lightmapmins[1]; |
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bl = r_blocklights; |
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for( t = 0, tacc = 0; t < tmax; t++, tacc += sample_size ) |
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{ |
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td = (tl - tacc) * sample_frac; |
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if( td < 0 ) td = -td; |
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for( s = 0, sacc = 0; s < smax; s++, sacc += sample_size, bl += 3 ) |
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{ |
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sd = (sl - sacc) * sample_frac; |
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if( sd < 0 ) sd = -sd; |
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if( sd > td ) dist = sd + (td >> 1); |
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else dist = td + (sd >> 1); |
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if( dist < minlight ) |
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{ |
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bl[0] += ((int)((rad - dist) * 256) * LightToTexGamma( dl->color.r )) / 256; |
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bl[1] += ((int)((rad - dist) * 256) * LightToTexGamma( dl->color.g )) / 256; |
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bl[2] += ((int)((rad - dist) * 256) * LightToTexGamma( dl->color.b )) / 256; |
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} |
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} |
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} |
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} |
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} |
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|
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/* |
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================ |
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R_SetCacheState |
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================ |
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*/ |
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void R_SetCacheState( msurface_t *surf ) |
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{ |
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int maps; |
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for( maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++ ) |
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{ |
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surf->cached_light[maps] = tr.lightstylevalue[surf->styles[maps]]; |
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} |
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} |
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|
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/* |
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============================================================================= |
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|
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LIGHTMAP ALLOCATION |
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|
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============================================================================= |
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*/ |
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static void LM_InitBlock( void ) |
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{ |
|
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_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 ) |
|
{ |
|
gl_texture_t *texture; |
|
float flConveyorSpeed; |
|
float flRate, flAngle; |
|
|
|
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 (); |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
R_BlendLightmaps |
|
================ |
|
*/ |
|
void R_BlendLightmaps( void ) |
|
{ |
|
msurface_t *surf, *newsurf = NULL; |
|
int i; |
|
|
|
if( CVAR_TO_BOOL( r_fullbright ) || !cl.worldmodel->lightdata ) |
|
return; |
|
|
|
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; // no lightmaps |
|
} |
|
} |
|
|
|
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; |
|
|
|
if( !RI.drawWorld ) return; |
|
|
|
clmodel = e->model; |
|
|
|
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<<k, clmodel->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 ); |
|
|
|
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++ ) |
|
R_RenderBrushPoly( world.draw_surfaces[i].surf, world.draw_surfaces[i].cull ); |
|
|
|
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 |
|
} |
|
|
|
/* |
|
============================================================= |
|
|
|
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 |
|
{ |
|
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_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 ); |
|
}
|
|
|