mirror of https://github.com/FWGS/xash3d-fwgs
2199 lines
50 KiB
C
2199 lines
50 KiB
C
/*
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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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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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#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 )
|
|
{
|
|
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_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 ();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 );
|
|
}
|