ref: 372afde46e7defc9dd2d719a1732b8ace1fa096e
dir: /ref_gl/gl_rsurf.c/
/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // GL_RSURF.C: surface-related refresh code #include <assert.h> #include "gl_local.h" static vec3_t modelorg; // relative to viewpoint msurface_t *r_alpha_surfaces; #define DYNAMIC_LIGHT_WIDTH 128 #define DYNAMIC_LIGHT_HEIGHT 128 #define LIGHTMAP_BYTES 4 #define BLOCK_WIDTH 128 #define BLOCK_HEIGHT 128 #define MAX_LIGHTMAPS 128 int c_visible_lightmaps; int c_visible_textures; #define GL_LIGHTMAP_FORMAT GL_RGBA typedef struct { int internal_format; int current_lightmap_texture; msurface_t *lightmap_surfaces[MAX_LIGHTMAPS]; int allocated[BLOCK_WIDTH]; // the lightmap texture data needs to be kept in // main memory so texsubimage can update properly byte lightmap_buffer[4*BLOCK_WIDTH*BLOCK_HEIGHT]; } gllightmapstate_t; static gllightmapstate_t gl_lms; static void LM_InitBlock( void ); static void LM_UploadBlock( qboolean dynamic ); static qboolean LM_AllocBlock (int w, int h, int *x, int *y); extern void R_SetCacheState( msurface_t *surf ); extern void R_BuildLightMap (msurface_t *surf, byte *dest, int stride); /* ============================================================= BRUSH MODELS ============================================================= */ /* =============== R_TextureAnimation Returns the proper texture for a given time and base texture =============== */ image_t *R_TextureAnimation (mtexinfo_t *tex) { int c; if (!tex->next) return tex->image; c = currententity->frame % tex->numframes; while (c) { tex = tex->next; c--; } return tex->image; } #if 0 /* ================= WaterWarpPolyVerts Mangles the x and y coordinates in a copy of the poly so that any drawing routine can be water warped ================= */ glpoly_t *WaterWarpPolyVerts (glpoly_t *p) { int i; float *v, *nv; static byte buffer[1024]; glpoly_t *out; out = (glpoly_t *)buffer; out->numverts = p->numverts; v = p->verts[0]; nv = out->verts[0]; for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE, nv+=VERTEXSIZE) { nv[0] = v[0] + 4*sin(v[1]*0.05+r_newrefdef.time)*sin(v[2]*0.05+r_newrefdef.time); nv[1] = v[1] + 4*sin(v[0]*0.05+r_newrefdef.time)*sin(v[2]*0.05+r_newrefdef.time); nv[2] = v[2]; nv[3] = v[3]; nv[4] = v[4]; nv[5] = v[5]; nv[6] = v[6]; } return out; } /* ================ DrawGLWaterPoly Warp the vertex coordinates ================ */ void DrawGLWaterPoly (glpoly_t *p) { int i; float *v; p = WaterWarpPolyVerts (p); qglBegin (GL_TRIANGLE_FAN); v = p->verts[0]; for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE) { qglTexCoord2f (v[3], v[4]); qglVertex3fv (v); } qglEnd (); } void DrawGLWaterPolyLightmap (glpoly_t *p) { int i; float *v; p = WaterWarpPolyVerts (p); qglBegin (GL_TRIANGLE_FAN); v = p->verts[0]; for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE) { qglTexCoord2f (v[5], v[6]); qglVertex3fv (v); } qglEnd (); } #endif /* ================ DrawGLPoly ================ */ void DrawGLPoly (glpoly_t *p) { int i; float *v; qglBegin (GL_POLYGON); v = p->verts[0]; for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE) { qglTexCoord2f (v[3], v[4]); qglVertex3fv (v); } qglEnd (); } //============ //PGM /* ================ DrawGLFlowingPoly -- version of DrawGLPoly that handles scrolling texture ================ */ void DrawGLFlowingPoly (msurface_t *fa) { int i; float *v; glpoly_t *p; float scroll; p = fa->polys; scroll = -64 * ( (r_newrefdef.time / 40.0) - (int)(r_newrefdef.time / 40.0) ); if(scroll == 0.0) scroll = -64.0; qglBegin (GL_POLYGON); v = p->verts[0]; for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE) { qglTexCoord2f ((v[3] + scroll), v[4]); qglVertex3fv (v); } qglEnd (); } //PGM //============ /* ** R_DrawTriangleOutlines */ void R_DrawTriangleOutlines (void) { int i, j; glpoly_t *p; if (!gl_showtris->value) return; qglDisable (GL_TEXTURE_2D); qglDisable (GL_DEPTH_TEST); qglColor4f (1,1,1,1); for (i=0 ; i<MAX_LIGHTMAPS ; i++) { msurface_t *surf; for ( surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain ) { p = surf->polys; for ( ; p ; p=p->chain) { for (j=2 ; j<p->numverts ; j++ ) { qglBegin (GL_LINE_STRIP); qglVertex3fv (p->verts[0]); qglVertex3fv (p->verts[j-1]); qglVertex3fv (p->verts[j]); qglVertex3fv (p->verts[0]); qglEnd (); } } } } qglEnable (GL_DEPTH_TEST); qglEnable (GL_TEXTURE_2D); } /* ** DrawGLPolyChain */ void DrawGLPolyChain( glpoly_t *p, float soffset, float toffset ) { if ( soffset == 0 && toffset == 0 ) { for ( ; p != 0; p = p->chain ) { float *v; int j; qglBegin (GL_POLYGON); v = p->verts[0]; for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE) { qglTexCoord2f (v[5], v[6] ); qglVertex3fv (v); } qglEnd (); } } else { for ( ; p != 0; p = p->chain ) { float *v; int j; qglBegin (GL_POLYGON); v = p->verts[0]; for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE) { qglTexCoord2f (v[5] - soffset, v[6] - toffset ); qglVertex3fv (v); } qglEnd (); } } } /* ** R_BlendLightMaps ** ** This routine takes all the given light mapped surfaces in the world and ** blends them into the framebuffer. */ void R_BlendLightmaps (void) { int i; msurface_t *surf, *newdrawsurf = 0; // don't bother if we're set to fullbright if (r_fullbright->value) return; if (!r_worldmodel->lightdata) return; // don't bother writing Z qglDepthMask( 0 ); /* ** set the appropriate blending mode unless we're only looking at the ** lightmaps. */ if (!gl_lightmap->value) { qglEnable (GL_BLEND); if ( gl_saturatelighting->value ) { qglBlendFunc( GL_ONE, GL_ONE ); } else { if ( gl_monolightmap->string[0] != '0' ) { switch ( toupper( gl_monolightmap->string[0] ) ) { case 'I': qglBlendFunc (GL_ZERO, GL_SRC_COLOR ); break; case 'L': qglBlendFunc (GL_ZERO, GL_SRC_COLOR ); break; case 'A': default: qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); break; } } else { qglBlendFunc (GL_ZERO, GL_SRC_COLOR ); } } } if ( currentmodel == r_worldmodel ) c_visible_lightmaps = 0; /* ** render static lightmaps first */ for ( i = 1; i < MAX_LIGHTMAPS; i++ ) { if ( gl_lms.lightmap_surfaces[i] ) { if (currentmodel == r_worldmodel) c_visible_lightmaps++; GL_Bind( gl_state.lightmap_textures + i); for ( surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain ) { if ( surf->polys ) DrawGLPolyChain( surf->polys, 0, 0 ); } } } /* ** render dynamic lightmaps */ if ( gl_dynamic->value ) { LM_InitBlock(); GL_Bind( gl_state.lightmap_textures+0 ); if (currentmodel == r_worldmodel) c_visible_lightmaps++; newdrawsurf = gl_lms.lightmap_surfaces[0]; for ( surf = gl_lms.lightmap_surfaces[0]; surf != 0; surf = surf->lightmapchain ) { int smax, tmax; byte *base; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; if ( LM_AllocBlock( smax, tmax, &surf->dlight_s, &surf->dlight_t ) ) { base = gl_lms.lightmap_buffer; base += ( surf->dlight_t * BLOCK_WIDTH + surf->dlight_s ) * LIGHTMAP_BYTES; R_BuildLightMap (surf, base, BLOCK_WIDTH*LIGHTMAP_BYTES); } else { msurface_t *drawsurf; // upload what we have so far LM_UploadBlock( true ); // draw all surfaces that use this lightmap for ( drawsurf = newdrawsurf; drawsurf != surf; drawsurf = drawsurf->lightmapchain ) { if ( drawsurf->polys ) DrawGLPolyChain( drawsurf->polys, ( drawsurf->light_s - drawsurf->dlight_s ) * ( 1.0 / 128.0 ), ( drawsurf->light_t - drawsurf->dlight_t ) * ( 1.0 / 128.0 ) ); } newdrawsurf = drawsurf; // clear the block LM_InitBlock(); // try uploading the block now if ( !LM_AllocBlock( smax, tmax, &surf->dlight_s, &surf->dlight_t ) ) { ri.Sys_Error( ERR_FATAL, "Consecutive calls to LM_AllocBlock(%d,%d) failed (dynamic)\n", smax, tmax ); } base = gl_lms.lightmap_buffer; base += ( surf->dlight_t * BLOCK_WIDTH + surf->dlight_s ) * LIGHTMAP_BYTES; R_BuildLightMap (surf, base, BLOCK_WIDTH*LIGHTMAP_BYTES); } } /* ** draw remainder of dynamic lightmaps that haven't been uploaded yet */ if ( newdrawsurf ) LM_UploadBlock( true ); for ( surf = newdrawsurf; surf != 0; surf = surf->lightmapchain ) { if ( surf->polys ) DrawGLPolyChain( surf->polys, ( surf->light_s - surf->dlight_s ) * ( 1.0 / 128.0 ), ( surf->light_t - surf->dlight_t ) * ( 1.0 / 128.0 ) ); } } /* ** restore state */ qglDisable (GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglDepthMask( 1 ); } /* ================ R_RenderBrushPoly ================ */ void R_RenderBrushPoly (msurface_t *fa) { int maps; image_t *image; qboolean is_dynamic = false; c_brush_polys++; image = R_TextureAnimation (fa->texinfo); if (fa->flags & SURF_DRAWTURB) { GL_Bind( image->texnum ); // warp texture, no lightmaps GL_TexEnv( GL_MODULATE ); qglColor4f( gl_state.inverse_intensity, gl_state.inverse_intensity, gl_state.inverse_intensity, 1.0F ); EmitWaterPolys (fa); GL_TexEnv( GL_REPLACE ); return; } else { GL_Bind( image->texnum ); GL_TexEnv( GL_REPLACE ); } //====== //PGM if(fa->texinfo->flags & SURF_FLOWING) DrawGLFlowingPoly (fa); else DrawGLPoly (fa->polys); //PGM //====== /* ** check for lightmap modification */ for ( maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++ ) { if ( r_newrefdef.lightstyles[fa->styles[maps]].white != fa->cached_light[maps] ) goto dynamic; } // dynamic this frame or dynamic previously if ( ( fa->dlightframe == r_framecount ) ) { dynamic: if ( gl_dynamic->value ) { if (!( fa->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP ) ) ) { is_dynamic = true; } } } if ( is_dynamic ) { if ( ( fa->styles[maps] >= 32 || fa->styles[maps] == 0 ) && ( fa->dlightframe != r_framecount ) ) { unsigned temp[34*34]; int smax, tmax; smax = (fa->extents[0]>>4)+1; tmax = (fa->extents[1]>>4)+1; R_BuildLightMap( fa, (void *)temp, smax*4 ); R_SetCacheState( fa ); GL_Bind( gl_state.lightmap_textures + fa->lightmaptexturenum ); qglTexSubImage2D( GL_TEXTURE_2D, 0, fa->light_s, fa->light_t, smax, tmax, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE, temp ); fa->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum]; gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa; } else { fa->lightmapchain = gl_lms.lightmap_surfaces[0]; gl_lms.lightmap_surfaces[0] = fa; } } else { fa->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum]; gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa; } } /* ================ R_DrawAlphaSurfaces Draw water surfaces and windows. The BSP tree is waled front to back, so unwinding the chain of alpha_surfaces will draw back to front, giving proper ordering. ================ */ void R_DrawAlphaSurfaces (void) { msurface_t *s; float intens; // // go back to the world matrix // qglLoadMatrixf (r_world_matrix); qglEnable (GL_BLEND); GL_TexEnv( GL_MODULATE ); // the textures are prescaled up for a better lighting range, // so scale it back down intens = gl_state.inverse_intensity; for (s=r_alpha_surfaces ; s ; s=s->texturechain) { GL_Bind(s->texinfo->image->texnum); c_brush_polys++; if (s->texinfo->flags & SURF_TRANS33) qglColor4f (intens,intens,intens,0.33); else if (s->texinfo->flags & SURF_TRANS66) qglColor4f (intens,intens,intens,0.66); else qglColor4f (intens,intens,intens,1); if (s->flags & SURF_DRAWTURB) EmitWaterPolys (s); else DrawGLPoly (s->polys); } GL_TexEnv( GL_REPLACE ); qglColor4f (1,1,1,1); qglDisable (GL_BLEND); r_alpha_surfaces = NULL; } /* ================ DrawTextureChains ================ */ void DrawTextureChains (void) { int i; msurface_t *s; image_t *image; c_visible_textures = 0; // GL_TexEnv( GL_REPLACE ); if ( !qglSelectTextureSGIS ) { for ( i = 0, image=gltextures ; i<numgltextures ; i++,image++) { if (!image->registration_sequence) continue; s = image->texturechain; if (!s) continue; c_visible_textures++; for ( ; s ; s=s->texturechain) R_RenderBrushPoly (s); image->texturechain = NULL; } } else { for ( i = 0, image=gltextures ; i<numgltextures ; i++,image++) { if (!image->registration_sequence) continue; if (!image->texturechain) continue; c_visible_textures++; for ( s = image->texturechain; s ; s=s->texturechain) { if ( !( s->flags & SURF_DRAWTURB ) ) R_RenderBrushPoly (s); } } GL_EnableMultitexture( false ); for ( i = 0, image=gltextures ; i<numgltextures ; i++,image++) { if (!image->registration_sequence) continue; s = image->texturechain; if (!s) continue; for ( ; s ; s=s->texturechain) { if ( s->flags & SURF_DRAWTURB ) R_RenderBrushPoly (s); } image->texturechain = NULL; } // GL_EnableMultitexture( true ); } GL_TexEnv( GL_REPLACE ); } static void GL_RenderLightmappedPoly( msurface_t *surf ) { int i, nv = surf->polys->numverts; int map; float *v; image_t *image = R_TextureAnimation( surf->texinfo ); qboolean is_dynamic = false; unsigned lmtex = surf->lightmaptexturenum; glpoly_t *p; for ( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ ) { if ( r_newrefdef.lightstyles[surf->styles[map]].white != surf->cached_light[map] ) goto dynamic; } // dynamic this frame or dynamic previously if ( ( surf->dlightframe == r_framecount ) ) { dynamic: if ( gl_dynamic->value ) { if ( !(surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP ) ) ) { is_dynamic = true; } } } if ( is_dynamic ) { unsigned temp[128*128]; int smax, tmax; if ( ( surf->styles[map] >= 32 || surf->styles[map] == 0 ) && ( surf->dlightframe != r_framecount ) ) { smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; R_BuildLightMap( surf, (void *)temp, smax*4 ); R_SetCacheState( surf ); GL_MBind( GL_TEXTURE1_SGIS, gl_state.lightmap_textures + surf->lightmaptexturenum ); lmtex = surf->lightmaptexturenum; qglTexSubImage2D( GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE, temp ); } else { smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; R_BuildLightMap( surf, (void *)temp, smax*4 ); GL_MBind( GL_TEXTURE1_SGIS, gl_state.lightmap_textures + 0 ); lmtex = 0; qglTexSubImage2D( GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE, temp ); } c_brush_polys++; GL_MBind( GL_TEXTURE0_SGIS, image->texnum ); GL_MBind( GL_TEXTURE1_SGIS, gl_state.lightmap_textures + lmtex ); //========== //PGM if (surf->texinfo->flags & SURF_FLOWING) { float scroll; scroll = -64 * ( (r_newrefdef.time / 40.0) - (int)(r_newrefdef.time / 40.0) ); if(scroll == 0.0) scroll = -64.0; for ( p = surf->polys; p; p = p->chain ) { v = p->verts[0]; qglBegin (GL_POLYGON); for (i=0 ; i< nv; i++, v+= VERTEXSIZE) { qglMTexCoord2fSGIS( GL_TEXTURE0_SGIS, (v[3]+scroll), v[4]); qglMTexCoord2fSGIS( GL_TEXTURE1_SGIS, v[5], v[6]); qglVertex3fv (v); } qglEnd (); } } else { for ( p = surf->polys; p; p = p->chain ) { v = p->verts[0]; qglBegin (GL_POLYGON); for (i=0 ; i< nv; i++, v+= VERTEXSIZE) { qglMTexCoord2fSGIS( GL_TEXTURE0_SGIS, v[3], v[4]); qglMTexCoord2fSGIS( GL_TEXTURE1_SGIS, v[5], v[6]); qglVertex3fv (v); } qglEnd (); } } //PGM //========== } else { c_brush_polys++; GL_MBind( GL_TEXTURE0_SGIS, image->texnum ); GL_MBind( GL_TEXTURE1_SGIS, gl_state.lightmap_textures + lmtex ); //========== //PGM if (surf->texinfo->flags & SURF_FLOWING) { float scroll; scroll = -64 * ( (r_newrefdef.time / 40.0) - (int)(r_newrefdef.time / 40.0) ); if(scroll == 0.0) scroll = -64.0; for ( p = surf->polys; p; p = p->chain ) { v = p->verts[0]; qglBegin (GL_POLYGON); for (i=0 ; i< nv; i++, v+= VERTEXSIZE) { qglMTexCoord2fSGIS( GL_TEXTURE0_SGIS, (v[3]+scroll), v[4]); qglMTexCoord2fSGIS( GL_TEXTURE1_SGIS, v[5], v[6]); qglVertex3fv (v); } qglEnd (); } } else { //PGM //========== for ( p = surf->polys; p; p = p->chain ) { v = p->verts[0]; qglBegin (GL_POLYGON); for (i=0 ; i< nv; i++, v+= VERTEXSIZE) { qglMTexCoord2fSGIS( GL_TEXTURE0_SGIS, v[3], v[4]); qglMTexCoord2fSGIS( GL_TEXTURE1_SGIS, v[5], v[6]); qglVertex3fv (v); } qglEnd (); } //========== //PGM } //PGM //========== } } /* ================= R_DrawInlineBModel ================= */ void R_DrawInlineBModel (void) { int i, k; cplane_t *pplane; float dot; msurface_t *psurf; dlight_t *lt; // calculate dynamic lighting for bmodel if ( !gl_flashblend->value ) { lt = r_newrefdef.dlights; for (k=0 ; k<r_newrefdef.num_dlights ; k++, lt++) { R_MarkLights (lt, 1<<k, currentmodel->nodes + currentmodel->firstnode); } } psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface]; if ( currententity->flags & RF_TRANSLUCENT ) { qglEnable (GL_BLEND); qglColor4f (1,1,1,0.25); GL_TexEnv( GL_MODULATE ); } // // draw texture // for (i=0 ; i<currentmodel->nummodelsurfaces ; i++, psurf++) { // find which side of the node we are on pplane = psurf->plane; dot = DotProduct (modelorg, pplane->normal) - pplane->dist; // draw the polygon if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { if (psurf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66) ) { // add to the translucent chain psurf->texturechain = r_alpha_surfaces; r_alpha_surfaces = psurf; } else if ( qglMTexCoord2fSGIS && !( psurf->flags & SURF_DRAWTURB ) ) { GL_RenderLightmappedPoly( psurf ); } else { GL_EnableMultitexture( false ); R_RenderBrushPoly( psurf ); GL_EnableMultitexture( true ); } } } if ( !(currententity->flags & RF_TRANSLUCENT) ) { if ( !qglMTexCoord2fSGIS ) R_BlendLightmaps (); } else { qglDisable (GL_BLEND); qglColor4f (1,1,1,1); GL_TexEnv( GL_REPLACE ); } } /* ================= R_DrawBrushModel ================= */ void R_DrawBrushModel (entity_t *e) { vec3_t mins, maxs; int i; qboolean rotated; if (currentmodel->nummodelsurfaces == 0) return; currententity = e; gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1; if (e->angles[0] || e->angles[1] || e->angles[2]) { rotated = true; for (i=0 ; i<3 ; i++) { mins[i] = e->origin[i] - currentmodel->radius; maxs[i] = e->origin[i] + currentmodel->radius; } } else { rotated = false; VectorAdd (e->origin, currentmodel->mins, mins); VectorAdd (e->origin, currentmodel->maxs, maxs); } if (R_CullBox (mins, maxs)) return; qglColor3f (1,1,1); memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces)); VectorSubtract (r_newrefdef.vieworg, e->origin, modelorg); if (rotated) { vec3_t temp; vec3_t forward, right, up; VectorCopy (modelorg, temp); AngleVectors (e->angles, forward, right, up); modelorg[0] = DotProduct (temp, forward); modelorg[1] = -DotProduct (temp, right); modelorg[2] = DotProduct (temp, up); } qglPushMatrix (); e->angles[0] = -e->angles[0]; // stupid quake bug e->angles[2] = -e->angles[2]; // stupid quake bug R_RotateForEntity (e); e->angles[0] = -e->angles[0]; // stupid quake bug e->angles[2] = -e->angles[2]; // stupid quake bug GL_EnableMultitexture( true ); GL_SelectTexture( GL_TEXTURE0_SGIS ); GL_TexEnv( GL_REPLACE ); GL_SelectTexture( GL_TEXTURE1_SGIS ); GL_TexEnv( GL_MODULATE ); R_DrawInlineBModel (); GL_EnableMultitexture( false ); qglPopMatrix (); } /* ============================================================= WORLD MODEL ============================================================= */ /* ================ R_RecursiveWorldNode ================ */ void R_RecursiveWorldNode (mnode_t *node) { int c, side, sidebit; cplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; float dot; image_t *image; if (node->contents == CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; if (R_CullBox (node->minmaxs, node->minmaxs+3)) return; // if a leaf node, draw stuff if (node->contents != -1) { pleaf = (mleaf_t *)node; // check for door connected areas if (r_newrefdef.areabits) { if (! (r_newrefdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) ) return; // not visible } mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark)->visframe = r_framecount; mark++; } while (--c); } return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; switch (plane->type) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } if (dot >= 0) { side = 0; sidebit = 0; } else { side = 1; sidebit = SURF_PLANEBACK; } // recurse down the children, front side first R_RecursiveWorldNode (node->children[side]); // draw stuff for ( c = node->numsurfaces, surf = r_worldmodel->surfaces + node->firstsurface; c ; c--, surf++) { if (surf->visframe != r_framecount) continue; if ( (surf->flags & SURF_PLANEBACK) != sidebit ) continue; // wrong side if (surf->texinfo->flags & SURF_SKY) { // just adds to visible sky bounds R_AddSkySurface (surf); } else if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) { // add to the translucent chain surf->texturechain = r_alpha_surfaces; r_alpha_surfaces = surf; } else { if ( qglMTexCoord2fSGIS && !( surf->flags & SURF_DRAWTURB ) ) { GL_RenderLightmappedPoly( surf ); } else { // the polygon is visible, so add it to the texture // sorted chain // FIXME: this is a hack for animation image = R_TextureAnimation (surf->texinfo); surf->texturechain = image->texturechain; image->texturechain = surf; } } } // recurse down the back side R_RecursiveWorldNode (node->children[!side]); /* for ( ; c ; c--, surf++) { if (surf->visframe != r_framecount) continue; if ( (surf->flags & SURF_PLANEBACK) != sidebit ) continue; // wrong side if (surf->texinfo->flags & SURF_SKY) { // just adds to visible sky bounds R_AddSkySurface (surf); } else if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) { // add to the translucent chain // surf->texturechain = alpha_surfaces; // alpha_surfaces = surf; } else { if ( qglMTexCoord2fSGIS && !( surf->flags & SURF_DRAWTURB ) ) { GL_RenderLightmappedPoly( surf ); } else { // the polygon is visible, so add it to the texture // sorted chain // FIXME: this is a hack for animation image = R_TextureAnimation (surf->texinfo); surf->texturechain = image->texturechain; image->texturechain = surf; } } } */ } /* ============= R_DrawWorld ============= */ void R_DrawWorld (void) { entity_t ent; if (!r_drawworld->value) return; if ( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) return; currentmodel = r_worldmodel; VectorCopy (r_newrefdef.vieworg, modelorg); // auto cycle the world frame for texture animation memset (&ent, 0, sizeof(ent)); ent.frame = (int)(r_newrefdef.time*2); currententity = &ent; gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1; qglColor3f (1,1,1); memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces)); R_ClearSkyBox (); if ( qglMTexCoord2fSGIS ) { GL_EnableMultitexture( true ); GL_SelectTexture( GL_TEXTURE0_SGIS ); GL_TexEnv( GL_REPLACE ); GL_SelectTexture( GL_TEXTURE1_SGIS ); if ( gl_lightmap->value ) GL_TexEnv( GL_REPLACE ); else GL_TexEnv( GL_MODULATE ); R_RecursiveWorldNode (r_worldmodel->nodes); GL_EnableMultitexture( false ); } else { R_RecursiveWorldNode (r_worldmodel->nodes); } /* ** theoretically nothing should happen in the next two functions ** if multitexture is enabled */ DrawTextureChains (); R_BlendLightmaps (); R_DrawSkyBox (); R_DrawTriangleOutlines (); } /* =============== R_MarkLeaves Mark the leaves and nodes that are in the PVS for the current cluster =============== */ void R_MarkLeaves (void) { byte *vis; byte fatvis[MAX_MAP_LEAFS/8]; mnode_t *node; int i, c; mleaf_t *leaf; int cluster; if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2 && !r_novis->value && r_viewcluster != -1) return; // development aid to let you run around and see exactly where // the pvs ends if (gl_lockpvs->value) return; r_visframecount++; r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; if (r_novis->value || r_viewcluster == -1 || !r_worldmodel->vis) { // mark everything for (i=0 ; i<r_worldmodel->numleafs ; i++) r_worldmodel->leafs[i].visframe = r_visframecount; for (i=0 ; i<r_worldmodel->numnodes ; i++) r_worldmodel->nodes[i].visframe = r_visframecount; return; } vis = Mod_ClusterPVS (r_viewcluster, r_worldmodel); // may have to combine two clusters because of solid water boundaries if (r_viewcluster2 != r_viewcluster) { memcpy (fatvis, vis, (r_worldmodel->numleafs+7)/8); vis = Mod_ClusterPVS (r_viewcluster2, r_worldmodel); c = (r_worldmodel->numleafs+31)/32; for (i=0 ; i<c ; i++) ((int *)fatvis)[i] |= ((int *)vis)[i]; vis = fatvis; } for (i=0,leaf=r_worldmodel->leafs ; i<r_worldmodel->numleafs ; i++, leaf++) { cluster = leaf->cluster; if (cluster == -1) continue; if (vis[cluster>>3] & (1<<(cluster&7))) { node = (mnode_t *)leaf; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } #if 0 for (i=0 ; i<r_worldmodel->vis->numclusters ; i++) { if (vis[i>>3] & (1<<(i&7))) { node = (mnode_t *)&r_worldmodel->leafs[i]; // FIXME: cluster do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } #endif } /* ============================================================================= LIGHTMAP ALLOCATION ============================================================================= */ static void LM_InitBlock( void ) { memset( gl_lms.allocated, 0, sizeof( gl_lms.allocated ) ); } static void LM_UploadBlock( qboolean dynamic ) { int texture; int height = 0; if ( dynamic ) { texture = 0; } else { texture = gl_lms.current_lightmap_texture; } GL_Bind( gl_state.lightmap_textures + texture ); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if ( dynamic ) { int i; for ( i = 0; i < BLOCK_WIDTH; i++ ) { if ( gl_lms.allocated[i] > height ) height = gl_lms.allocated[i]; } qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, BLOCK_WIDTH, height, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer ); } else { qglTexImage2D( GL_TEXTURE_2D, 0, gl_lms.internal_format, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer ); if ( ++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS ) ri.Sys_Error( ERR_DROP, "LM_UploadBlock() - MAX_LIGHTMAPS exceeded\n" ); } } // returns a texture number and the position inside it static qboolean LM_AllocBlock (int w, int h, int *x, int *y) { int i, j; int best, best2; best = BLOCK_HEIGHT; for (i=0 ; i<BLOCK_WIDTH-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_HEIGHT) return false; for (i=0 ; i<w ; i++) gl_lms.allocated[*x + i] = best + h; return true; } /* ================ GL_BuildPolygonFromSurface ================ */ void GL_BuildPolygonFromSurface(msurface_t *fa) { int i, lindex, lnumverts; medge_t *pedges, *r_pedge; int vertpage; float *vec; float s, t; glpoly_t *poly; vec3_t total; // reconstruct the polygon pedges = currentmodel->edges; lnumverts = fa->numedges; vertpage = 0; VectorClear (total); // // draw texture // poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float)); poly->next = fa->polys; poly->flags = fa->flags; fa->polys = poly; poly->numverts = lnumverts; for (i=0 ; i<lnumverts ; i++) { lindex = currentmodel->surfedges[fa->firstedge + i]; if (lindex > 0) { r_pedge = &pedges[lindex]; vec = currentmodel->vertexes[r_pedge->v[0]].position; } else { r_pedge = &pedges[-lindex]; vec = currentmodel->vertexes[r_pedge->v[1]].position; } s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; s /= fa->texinfo->image->width; t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; t /= fa->texinfo->image->height; VectorAdd (total, vec, total); VectorCopy (vec, poly->verts[i]); poly->verts[i][3] = s; poly->verts[i][4] = t; // // lightmap texture coordinates // s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; s -= fa->texturemins[0]; s += fa->light_s*16; s += 8; s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; t -= fa->texturemins[1]; t += fa->light_t*16; t += 8; t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height; poly->verts[i][5] = s; poly->verts[i][6] = t; } poly->numverts = lnumverts; } /* ======================== GL_CreateSurfaceLightmap ======================== */ void GL_CreateSurfaceLightmap (msurface_t *surf) { int smax, tmax; byte *base; if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) return; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; 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 ) ) { ri.Sys_Error( ERR_FATAL, "Consecutive calls to LM_AllocBlock(%d,%d) failed\n", smax, tmax ); } } surf->lightmaptexturenum = gl_lms.current_lightmap_texture; base = gl_lms.lightmap_buffer; base += (surf->light_t * BLOCK_WIDTH + surf->light_s) * LIGHTMAP_BYTES; R_SetCacheState( surf ); R_BuildLightMap (surf, base, BLOCK_WIDTH*LIGHTMAP_BYTES); } /* ================== GL_BeginBuildingLightmaps ================== */ void GL_BeginBuildingLightmaps (model_t *m) { static lightstyle_t lightstyles[MAX_LIGHTSTYLES]; int i; unsigned dummy[128*128]; memset( gl_lms.allocated, 0, sizeof(gl_lms.allocated) ); r_framecount = 1; // no dlightcache GL_EnableMultitexture( true ); GL_SelectTexture( GL_TEXTURE1_SGIS ); /* ** setup the base lightstyles so the lightmaps won't have to be regenerated ** the first time they're seen */ for (i=0 ; i<MAX_LIGHTSTYLES ; i++) { lightstyles[i].rgb[0] = 1; lightstyles[i].rgb[1] = 1; lightstyles[i].rgb[2] = 1; lightstyles[i].white = 3; } r_newrefdef.lightstyles = lightstyles; if (!gl_state.lightmap_textures) { gl_state.lightmap_textures = TEXNUM_LIGHTMAPS; // gl_state.lightmap_textures = gl_state.texture_extension_number; // gl_state.texture_extension_number = gl_state.lightmap_textures + MAX_LIGHTMAPS; } gl_lms.current_lightmap_texture = 1; /* ** if mono lightmaps are enabled and we want to use alpha ** blending (a,1-a) then we're likely running on a 3DLabs ** Permedia2. In a perfect world we'd use a GL_ALPHA lightmap ** in order to conserve space and maximize bandwidth, however ** this isn't a perfect world. ** ** So we have to use alpha lightmaps, but stored in GL_RGBA format, ** which means we only get 1/16th the color resolution we should when ** using alpha lightmaps. If we find another board that supports ** only alpha lightmaps but that can at least support the GL_ALPHA ** format then we should change this code to use real alpha maps. */ if ( toupper( gl_monolightmap->string[0] ) == 'A' ) { gl_lms.internal_format = gl_tex_alpha_format; } /* ** try to do hacked colored lighting with a blended texture */ else if ( toupper( gl_monolightmap->string[0] ) == 'C' ) { gl_lms.internal_format = gl_tex_alpha_format; } else if ( toupper( gl_monolightmap->string[0] ) == 'I' ) { gl_lms.internal_format = GL_INTENSITY8; } else if ( toupper( gl_monolightmap->string[0] ) == 'L' ) { gl_lms.internal_format = GL_LUMINANCE8; } else { gl_lms.internal_format = gl_tex_solid_format; } /* ** initialize the dynamic lightmap texture */ GL_Bind( gl_state.lightmap_textures + 0 ); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexImage2D( GL_TEXTURE_2D, 0, gl_lms.internal_format, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE, dummy ); } /* ======================= GL_EndBuildingLightmaps ======================= */ void GL_EndBuildingLightmaps (void) { LM_UploadBlock( false ); GL_EnableMultitexture( false ); }