fteqw/engine/client/r_surf.c

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/*
Copyright (C) 1996-1997 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.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#include "com_mesh.h"
#include <math.h>
extern cvar_t r_ambient;
static vec3_t modelorg; /*set before recursively entering the visible surface finder*/
model_t *currentmodel;
int lightmap_bytes; // 1, 3 or 4
qboolean lightmap_bgra;
#define MAX_LIGHTMAP_SIZE 1024//LMBLOCK_WIDTH
vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blocklights[3*MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
lightmapinfo_t **lightmap;
int numlightmaps;
extern mleaf_t *r_vischain; // linked list of visible leafs
extern cvar_t r_stains;
extern cvar_t r_loadlits;
extern cvar_t r_stainfadetime;
extern cvar_t r_stainfadeammount;
extern cvar_t gl_lightmap_nearest;
static int lightmap_shift;
int Surf_LightmapShift (model_t *model)
{
extern cvar_t gl_overbright_all, gl_overbright;
if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT))
lightmap_shift = bound(0, gl_overbright.ival, 2);
else
lightmap_shift = 0;
return lightmap_shift;
}
void QDECL Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue)
{
Mod_RebuildLightmaps();
}
//radius, x y z, r g b
void Surf_StainSurf (msurface_t *surf, float *parms)
{
int sd, td;
float dist, rad, minlight;
float change;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
float amm;
int lim;
mtexinfo_t *tex;
stmap *stainbase;
lightmapinfo_t *lm;
lim = 255 - (r_stains.value*255);
#define stain(x) \
change = stainbase[(s)*3+x] + amm*parms[4+x]; \
stainbase[(s)*3+x] = bound(lim, change, 255);
if (surf->lightmaptexturenums[0] < 0)
return;
lm = lightmap[surf->lightmaptexturenums[0]];
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
tex = surf->texinfo;
stainbase = lm->stainmaps;
stainbase += (surf->light_t[0] * lm->width + surf->light_s[0]) * 3;
rad = *parms;
dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist;
rad -= fabs(dist);
minlight = 0;
if (rad < minlight) //not hit
return;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - (t<<surf->lmshift);
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - (s<<surf->lmshift);
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
amm = (rad - dist);
stain(0);
stain(1);
stain(2);
surf->stained = true;
}
}
stainbase += 3*lm->width;
}
if (surf->stained)
surf->cached_dlight=-1;
}
//combination of R_AddDynamicLights and R_MarkLights
/*
static void Surf_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
Surf_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
Surf_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
continue;
Surf_StainSurf(surf, parms);
}
Surf_StainNode (node->children[0], parms);
Surf_StainNode (node->children[1], parms);
}
*/
void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius)
{
physent_t *pe;
int i;
float parms[7];
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED || r_stains.value <= 0)
return;
parms[0] = radius;
parms[1] = org[0];
parms[2] = org[1];
parms[3] = org[2];
parms[4] = red;
parms[5] = green;
parms[6] = blue;
cl.worldmodel->funcs.StainNode(cl.worldmodel->rootnode, parms);
//now stain inline bsp models other than world.
for (i=1 ; i< pmove.numphysent ; i++) //0 is world...
{
pe = &pmove.physents[i];
if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces && pe->model->loadstate == MLS_LOADED)
{
parms[1] = org[0] - pe->origin[0];
parms[2] = org[1] - pe->origin[1];
parms[3] = org[2] - pe->origin[2];
if (pe->angles[0] || pe->angles[1] || pe->angles[2])
{
vec3_t f, r, u, temp;
AngleVectors(pe->angles, f, r, u);
VectorCopy((parms+1), temp);
parms[1] = DotProduct(temp, f);
parms[2] = -DotProduct(temp, r);
parms[3] = DotProduct(temp, u);
}
pe->model->funcs.StainNode(pe->model->rootnode, parms);
}
}
}
void Surf_WipeStains(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
memset(lightmap[i]->stainmaps, 255, lightmap[i]->width*lightmap[i]->height*3*sizeof(stmap));
}
}
void Surf_LessenStains(void)
{
int i;
msurface_t *surf;
int smax, tmax;
int s, t;
stmap *stain;
int stride;
int ammount;
int limit;
lightmapinfo_t *lm;
static float time;
if (!r_stains.value)
return;
time += host_frametime;
if (time < r_stainfadetime.value)
return;
time-=r_stainfadetime.value;
ammount = r_stainfadeammount.value;
limit = 255 - ammount;
surf = cl.worldmodel->surfaces;
for (i=0 ; i<cl.worldmodel->numsurfaces ; i++, surf++)
{
if (surf->stained)
{
lm = lightmap[surf->lightmaptexturenums[0]];
surf->cached_dlight=-1;//nice hack here...
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
stain = lm->stainmaps;
stain += (surf->light_t[0] * lm->width + surf->light_s[0]) * 3;
stride = (lm->width-smax)*3;
surf->stained = false;
smax*=3;
for (t = 0 ; t<tmax ; t++, stain+=stride)
{
for (s=0 ; s<smax ; s++)
{
if (*stain < limit) //eventually decay to 255
{
*stain += ammount;
surf->stained=true;
}
else //reset to 255
*stain = 255;
stain++;
}
}
}
}
}
/*
===============
R_AddDynamicLights
===============
*/
static void Surf_AddDynamicLights (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
unsigned *bl;
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (!(cl_dlights[lnum].flags & LFLAG_LIGHTMAP))
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*NTSC_RED + cl_dlights[lnum].color[1]*NTSC_GREEN + cl_dlights[lnum].color[2]*NTSC_BLUE);
bl = blocklights;
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - (t<<surf->lmshift);
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - (s<<surf->lmshift);
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
bl[0] += (rad - dist)*a;
bl++;
}
}
}
}
// warning: <20>Surf_AddDynamicLightNorms<6D> defined but not used
/*
static void Surf_AddDynamicLightNorms (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (!(cl_dlights[lnum].flags & LFLAG_ALLOW_LMHACK))
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*NTSC_RED + cl_dlights[lnum].color[1]*NTSC_GREEN + cl_dlights[lnum].color[2]*NTSC_BLUE);
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*surf->lmscale;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*surf->lmscale;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
// blocknormals[t*smax + s][0] -= (rad - dist)*(impact[0]-local[0])/8192.0;
// blocknormals[t*smax + s][1] -= (rad - dist)*(impact[1]-local[1])/8192.0;
blocknormals[t*smax + s][2] += 0.5*blocknormals[t*smax + s][2]*(rad - dist)/256;
}
}
}
}
}
*/
#ifdef PEXT_LIGHTSTYLECOL
static void Surf_AddDynamicLightsColours (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
// float temp;
float r, g, b;
unsigned *bl;
vec3_t lightofs;
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
VectorSubtract(cl_dlights[lnum].origin, currententity->origin, lightofs);
dist = DotProduct (lightofs, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = lightofs[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
r = cl_dlights[lnum].color[0]*128;
g = cl_dlights[lnum].color[1]*128;
b = cl_dlights[lnum].color[2]*128;
/* if (cl_dlights[lnum].type == 1) //a wierd effect.
{
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*surf->lmscale;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*surf->lmscale;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
blocklights[t*smax + s] += 2*sin(dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[0]*3;
greenblklights[t*smax + s] += 2*sin(M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[1]*3;
blueblklights[t*smax + s] += 2*sin(2*M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[2]*3;
}
}
}
}
else
*/ {
bl = blocklights;
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - (t<<surf->lmshift);
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - (s<<surf->lmshift);
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
bl[0] += (rad - dist)*r;
bl[1] += (rad - dist)*g;
bl[2] += (rad - dist)*b;
}
bl += 3;
}
}
}
}
}
#endif
static void Surf_BuildDeluxMap (msurface_t *surf, qbyte *dest, unsigned int lmwidth)
{
int smax, tmax;
int i, j, size;
qbyte *lightmap;
qbyte *deluxmap;
unsigned scale;
int maps;
float intensity;
vec_t *bnorm;
vec3_t temp;
int stride = lmwidth*lightmap_bytes;
if (!dest)
return;
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
size = smax*tmax;
lightmap = surf->samples;
// set to full bright if no light data
if (!currentmodel->deluxdata)
{
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0.9;//surf->orientation[2][0];
blocknormals[i][1] = 0.8;//surf->orientation[2][1];
blocknormals[i][2] = 1;//surf->orientation[2][2];
}
goto store;
}
if (currentmodel->engineflags & MDLF_RGBLIGHTING)
deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata;
else
deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata;
// clear to no light
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0;
blocknormals[i][1] = 0;
blocknormals[i][2] = 0;
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->engineflags & MDLF_RGBLIGHTING)
{
deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size*3; // skip to next lightmap
deluxmap += size*3;
}
}
else
{
deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size; // skip to next lightmap
deluxmap += size*3;
}
}
}
store:
// add all the dynamic lights
// if (surf->dlightframe == r_framecount)
// GLR_AddDynamicLightNorms (surf);
// bound, invert, and shift
stride -= smax*lightmap_bytes;
bnorm = blocknormals[0];
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
temp[0] = bnorm[0];
temp[1] = bnorm[1];
temp[2] = bnorm[2]; //half the effect? so we emulate light's scalecos of 0.5
VectorNormalize(temp);
dest[2] = (temp[0]+1)/2*255;
dest[1] = (temp[1]+1)/2*255;
dest[0] = (temp[2]+1)/2*255;
dest += lightmap_bytes;
bnorm+=3;
}
}
}
enum lm_mode
{
bgra4_os,
bgra4,
rgb3_os,
lum
};
/*any sane compiler will inline and split this, removing the stainsrc stuff
just unpacks the internal lightmap block into texture info ready for upload
merges stains and oversaturates overbrights.
*/
static void Surf_StoreLightmap(qbyte *dest, int smax, int tmax, unsigned int shift, enum lm_mode lm_mode, stmap *stainsrc, unsigned int lmwidth)
{
int r, g, b, t, m;
unsigned int i, j;
unsigned int *bl;
int stride;
switch (lm_mode)
{
case bgra4_os:
stride = lmwidth*4 - (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
dest[0] = b;
dest[1] = g;
dest[2] = r;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (lmwidth - smax)*3;
}
break;
/*
case bgra4:
stride = LMBLOCK_WIDTH*4 - (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
if (r > 255)
dest[2] = 255;
else if (r < 0)
dest[2] = 0;
else
dest[2] = r;
if (g > 255)
dest[1] = 255;
else if (g < 0)
dest[1] = 0;
else
dest[1] = g;
if (b > 255)
dest[0] = 255;
else if (b < 0)
dest[0] = 0;
else
dest[0] = b;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (lmwidth - smax)*3;
}
break;
*/
case rgb3_os:
stride = lmwidth*3 - (smax*3);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
dest[0] = r;
dest[1] = g;
dest[2] = b;
dest += 3;
}
if (stainsrc)
stainsrc += (lmwidth - smax)*3;
}
break;
case lum:
stride = lmwidth;
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= shift;
if (t > 255)
t = 255;
dest[j] = t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
static void Surf_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift, int ambient, unsigned int lmwidth)
{
int smax, tmax;
int t;
int i, j, size;
qbyte *lightmap;
unsigned scale;
int maps;
unsigned *bl;
//int stride = LMBLOCK_WIDTH*lightmap_bytes; //warning: unused variable <20>stride<64>
shift += 7; // increase to base value
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
size = smax*tmax;
lightmap = surf->samples;
if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE)
{ //fixme: fill in?
Con_Printf("Lightmap too large\n");
return;
}
if (currentmodel->deluxdata)
Surf_BuildDeluxMap(surf, deluxdest, lmwidth);
#ifdef PEXT_LIGHTSTYLECOL
if (lightmap_bytes == 4 || lightmap_bytes == 3)
{
// set to full bright if no light data
if (ambient < 0)
{
t = (-1-ambient)*255;
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
for (maps = 0 ; maps < MAXQ1LIGHTMAPS ; maps++)
{
surf->cached_light[maps] = -1-ambient;
surf->cached_colour[maps] = 0xff;
}
}
else if (r_fullbright.value>0) //not qw
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = r_fullbright.value*255*256;
}
}
else if (!currentmodel->lightdata)
{
/*fullbright if map is not lit. but not overbright*/
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 128*256;
}
}
else if (!surf->samples)
{
/*no samples, but map is otherwise lit = pure black*/
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 0;
}
surf->cached_light[0] = 0;
surf->cached_colour[0] = 0;
}
else
{
// clear to no light
t = ambient;
if (t == 0)
memset(blocklights, 0, size*3*sizeof(*bl));
else
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->fromgame == fg_quake3) //rgb
{
/*q3 lightmaps are meant to be pre-built
this code is misguided, and ought never be executed anyway.
*/
bl = blocklights;
for (i = 0; i < tmax; i++)
{
for (j = 0; j < smax; j++)
{
bl[0] = 255*lightmap[(i*lmwidth+j)*3];
bl[1] = 255*lightmap[(i*lmwidth+j)*3+1];
bl[2] = 255*lightmap[(i*lmwidth+j)*3+2];
bl+=3;
}
}
}
else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
{
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
{
if (cl_lightstyle[surf->styles[maps]].colours[0] == 1 && cl_lightstyle[surf->styles[maps]].colours[1] == 1 && cl_lightstyle[surf->styles[maps]].colours[2] == 1) //hopefully a faster alternative.
{
bl = blocklights;
for (i=0 ; i<size*3 ; i++)
{
*bl++ += *lightmap++ * scale;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colours[0])
{
scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[0];
for (i=0 ; i<size ; i++)
blocklights[i+0] += lightmap[i*3+0] * scale;
}
if (cl_lightstyle[surf->styles[maps]].colours[1])
{
scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[1];
for (i=0 ; i<size ; i++)
blocklights[i+1] += lightmap[i*3+1] * scale;
}
if (cl_lightstyle[surf->styles[maps]].colours[2])
{
scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[2];
for (i=0 ; i<size ; i++)
blocklights[i+2] += lightmap[i*3+2] * scale;
}
lightmap += size*3; // skip to next lightmap
}
}
else
lightmap += size*3; // skip to next lightmap
}
}
else
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (cl_lightstyle[surf->styles[maps]].colours[0] == 1 && cl_lightstyle[surf->styles[maps]].colours[1] == 1 && cl_lightstyle[surf->styles[maps]].colours[2] == 1) //hopefully a faster alternative.
{
bl = blocklights;
for (i=0 ; i<size ; i++)
{
*bl++ += *lightmap * scale;
*bl++ += *lightmap * scale;
*bl++ += *lightmap * scale;
lightmap++;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colours[0])
{
scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[0];
for (i=0, bl = blocklights; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
}
if (cl_lightstyle[surf->styles[maps]].colours[1])
{
scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[1];
for (i=0, bl = blocklights+1; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
}
if (cl_lightstyle[surf->styles[maps]].colours[2])
{
scale = d_lightstylevalue[surf->styles[maps]] * cl_lightstyle[surf->styles[maps]].colours[2];
for (i=0, bl = blocklights+2; i<size; i++, bl+=3)
*bl += lightmap[i] * scale;
}
lightmap += size; // skip to next lightmap
}
}
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
Surf_AddDynamicLightsColours (surf);
if (!r_stains.value || !surf->stained)
stainsrc = NULL;
if (lightmap_bytes == 4)
{
if (lightmap_bgra)
{
Surf_StoreLightmap(dest, smax, tmax, shift, bgra4_os, stainsrc, lmwidth);
}
else
{
/*if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, stainsrc);
*/
}
}
else if (lightmap_bytes == 3)
{
if (lightmap_bgra)
{
/*
if (!r_stains.value || !surf->stained)
Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, NULL);
else
Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, stainsrc);
*/
}
else
{
Surf_StoreLightmap(dest, smax, tmax, shift, rgb3_os, stainsrc, lmwidth);
}
}
}
else
#endif
{
// set to full bright if no light data
if (!surf->samples || !currentmodel->lightdata)
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 255*256;
}
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colourkey;
}
else if (r_fullbright.ival)
{
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
}
else
{
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = 0;
// add all the lightmaps
if (lightmap)
{
if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/3;
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
for (i=0 ; i<size ; i++)
blocklights[i] += (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
lightmap += size*3; // skip to next lightmap
}
else
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
Surf_AddDynamicLights (surf);
}
Surf_StoreLightmap(dest, smax, tmax, shift, lum, stainsrc, lmwidth);
}
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void Surf_RenderDynamicLightmaps (msurface_t *fa)
{
qbyte *base, *luxbase;
stmap *stainbase;
int maps;
glRect_t *theRect;
int smax, tmax;
lightmapinfo_t *lm, *dlm;
//surfaces without lightmaps
if (fa->lightmaptexturenums[0]<0 || !lightmap)
return;
// check for lightmap modification
if (!fa->samples)
{
if (fa->cached_light[0] != 0
|| fa->cached_colour[0] != 0)
goto dynamic;
}
else
{
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
|| cl_lightstyle[fa->styles[maps]].colourkey != fa->cached_colour[maps])
goto dynamic;
}
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
#ifdef _DEBUG
if ((unsigned)fa->lightmaptexturenums[0] >= numlightmaps)
Sys_Error("Invalid lightmap index\n");
#endif
lm = lightmap[fa->lightmaptexturenums[0]];
lm->modified = true;
smax = (fa->extents[0]>>fa->lmshift)+1;
tmax = (fa->extents[1]>>fa->lmshift)+1;
theRect = &lm->rectchange;
if (fa->light_t[0] < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t[0];
theRect->t = fa->light_t[0];
}
if (fa->light_s[0] < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s[0];
theRect->l = fa->light_s[0];
}
if ((theRect->w + theRect->l) < (fa->light_s[0] + smax))
theRect->w = (fa->light_s[0]-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax))
theRect->h = (fa->light_t[0]-theRect->t)+tmax;
if (lm->hasdeluxe)
{
dlm = lightmap[fa->lightmaptexturenums[0]+1];
dlm->modified = true;
theRect = &dlm->rectchange;
if (fa->light_t[0] < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t[0];
theRect->t = fa->light_t[0];
}
if (fa->light_s[0] < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s[0];
theRect->l = fa->light_s[0];
}
if ((theRect->w + theRect->l) < (fa->light_s[0] + smax))
theRect->w = (fa->light_s[0]-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax))
theRect->h = (fa->light_t[0]-theRect->t)+tmax;
luxbase = dlm->lightmaps;
luxbase += (fa->light_t[0] * dlm->width + fa->light_s[0]) * lightmap_bytes;
}
else
luxbase = NULL;
base = lm->lightmaps;
base += (fa->light_t[0] * lm->width + fa->light_s[0]) * lightmap_bytes;
stainbase = lm->stainmaps;
stainbase += (fa->light_t[0] * lm->width + fa->light_s[0]) * 3;
Surf_BuildLightMap (fa, base, luxbase, stainbase, lightmap_shift, r_ambient.value*255, lm->width);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
void Surf_RenderAmbientLightmaps (msurface_t *fa, int ambient)
{
qbyte *base, *luxbase;
stmap *stainbase;
glRect_t *theRect;
int smax, tmax;
lightmapinfo_t *lm, *dlm;
if (!fa->mesh)
return;
//surfaces without lightmaps
if (fa->lightmaptexturenums[0]<0)
return;
if (fa->cached_light[0] != ambient || fa->cached_colour[0] != 0xff)
goto dynamic;
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
lm = lightmap[fa->lightmaptexturenums[0]];
lm->modified = true;
smax = (fa->extents[0]>>fa->lmshift)+1;
tmax = (fa->extents[1]>>fa->lmshift)+1;
theRect = &lm->rectchange;
if (fa->light_t[0] < theRect->t)
{
if (theRect->h)
theRect->h += theRect->t - fa->light_t[0];
theRect->t = fa->light_t[0];
}
if (fa->light_s[0] < theRect->l)
{
if (theRect->w)
theRect->w += theRect->l - fa->light_s[0];
theRect->l = fa->light_s[0];
}
if ((theRect->w + theRect->l) < (fa->light_s[0] + smax))
theRect->w = (fa->light_s[0]-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax))
theRect->h = (fa->light_t[0]-theRect->t)+tmax;
if (lm->hasdeluxe)
{
dlm = lightmap[fa->lightmaptexturenums[0]+1];
lm->modified = true;
theRect = &lm->rectchange;
if (fa->light_t[0] < theRect->t)
{
if (theRect->h)
theRect->h += theRect->t - fa->light_t[0];
theRect->t = fa->light_t[0];
}
if (fa->light_s[0] < theRect->l)
{
if (theRect->w)
theRect->w += theRect->l - fa->light_s[0];
theRect->l = fa->light_s[0];
}
if ((theRect->w + theRect->l) < (fa->light_s[0] + smax))
theRect->w = (fa->light_s[0]-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax))
theRect->h = (fa->light_t[0]-theRect->t)+tmax;
luxbase = dlm->lightmaps;
luxbase += (fa->light_t[0] * dlm->width + fa->light_s[0]) * lightmap_bytes;
}
else
luxbase = NULL;
base = lm->lightmaps;
base += (fa->light_t[0] * lm->width + fa->light_s[0]) * lightmap_bytes;
stainbase = lm->stainmaps;
stainbase += (fa->light_t[0] * lm->width + fa->light_s[0]) * 3;
Surf_BuildLightMap (fa, base, luxbase, stainbase, lightmap_shift, -1-ambient, lm->width);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
#if 0
static qbyte *R_MarkLeafSurfaces_Q1 (void)
{
qbyte *vis;
mleaf_t *leaf;
int i, j;
msurface_t *surf;
int shift;
vis = R_CalcVis_Q1();
for (i=0 ; i<cl.worldmodel->numvisleafs ; i++)
{
if (vis[i>>3] & (1<<(i&7)))
{
leaf = (mleaf_t *)&cl.worldmodel->leafs[i+1];
if (R_CullBox (leaf->minmaxs, leaf->minmaxs+3))
continue;
leaf->visframe = r_visframecount;
for (j = 0; j < leaf->nummarksurfaces; j++)
{
surf = leaf->firstmarksurface[j];
if (surf->visframe == r_visframecount)
continue;
surf->visframe = r_visframecount;
*surf->mark = surf;
}
}
}
{
texture_t *tex;
shift = Surf_LightmapShift(cl.worldmodel);
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
tex = cl.worldmodel->textures[i];
if (!tex)
continue;
for (j = 0; j < tex->vbo.meshcount; j++)
{
surf = tex->vbo.meshlist[j];
if (surf)
{
Surf_RenderDynamicLightmaps (surf);
tex->vbo.meshlist[j] = NULL;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
}
return vis;
}
#endif
/*
static qbyte *Surf_MaskVis(qbyte *src, qbyte *dest)
{
int i;
if (cl.worldmodel->leafs[i].ma
}
*/
qbyte *frustumvis;
/*
================
R_RecursiveWorldNode
================
*/
static void Surf_RecursiveWorldNode (mnode_t *node, unsigned int clipflags)
{
int c, side, clipped;
mplane_t *plane, *clipplane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
start:
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
for (c = 0, clipplane = r_refdef.frustum; c < r_refdef.frustum_numplanes; c++, clipplane++)
{
if (!(clipflags & (1 << c)))
continue; // don't need to clip against it
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
if (clipped == 2)
return;
else if (clipped == 1)
clipflags -= (1<<c); // node is entirely on screen
}
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
c = (pleaf - cl.worldmodel->leafs)-1;
frustumvis[c>>3] |= 1<<(c&7);
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->visframe = r_framecount;
} 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;
else
side = 1;
// recurse down the children, front side first
Surf_RecursiveWorldNode (node->children[side], clipflags);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
if (dot < 0 -BACKFACE_EPSILON)
side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
continue; // wrong side
Surf_RenderDynamicLightmaps (surf);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
// recurse down the back side
//GLR_RecursiveWorldNode (node->children[!side], clipflags);
node = node->children[!side];
goto start;
}
static void Surf_OrthoRecursiveWorldNode (mnode_t *node, unsigned int clipflags)
{
//when rendering as ortho the front and back sides are technically equal. the only culling comes from frustum culling.
int c, clipped;
mplane_t *clipplane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
for (c = 0, clipplane = r_refdef.frustum; c < r_refdef.frustum_numplanes; c++, clipplane++)
{
if (!(clipflags & (1 << c)))
continue; // don't need to clip against it
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
if (clipped == 2)
return;
else if (clipped == 1)
clipflags -= (1<<c); // node is entirely on screen
}
// 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 = r_framecount;
} while (--c);
}
return;
}
// recurse down the children
Surf_OrthoRecursiveWorldNode (node->children[0], clipflags);
Surf_OrthoRecursiveWorldNode (node->children[1], clipflags);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
Surf_RenderDynamicLightmaps (surf);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
return;
}
#ifdef Q2BSPS
static void Surf_RecursiveQ2WorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int sidebit;
if (node->contents == Q2CONTENTS_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_refdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
return; // not visible
c = pleaf->cluster;
if (c >= 0)
frustumvis[c>>3] |= 1<<(c&7);
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
Surf_RecursiveQ2WorldNode (node->children[side]);
// draw stuff
for ( c = node->numsurfaces, surf = currentmodel->surfaces + node->firstsurface; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if ( (surf->flags & SURF_PLANEBACK) != sidebit )
continue; // wrong side
surf->visframe = 0;//r_framecount+1;//-1;
Surf_RenderDynamicLightmaps (surf);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
// recurse down the back side
Surf_RecursiveQ2WorldNode (node->children[!side]);
}
#endif
#ifdef Q3BSPS
#if 0
static void Surf_LeafWorldNode (void)
{
int i;
int clipflags;
msurface_t **mark, *surf;
mleaf_t *pleaf;
int clipped;
mplane_t *clipplane;
for (pleaf = r_vischain; pleaf; pleaf = pleaf->vischain)
{
// check for door connected areas
// if (areabits)
{
// if (!(areabits[pleaf->area>>3] & (1<<(pleaf->area&7))))
// {
// continue; // not visible
// }
}
clipflags = 15; // 1 | 2 | 4 | 8
// if (!r_nocull->value)
{
for (i=0,clipplane=frustum ; i<FRUSTUMPLANES ; i++,clipplane++)
{
clipped = BoxOnPlaneSide (pleaf->minmaxs, pleaf->minmaxs+3, clipplane);
if (clipped == 2)
{
break;
}
else if (clipped == 1)
{
clipflags &= ~(1<<i); // node is entirely on screen
}
}
if (i != FRUSTUMPLANES)
{
continue;
}
}
i = pleaf->nummarksurfaces;
mark = pleaf->firstmarksurface;
do
{
surf = *mark++;
if (surf->visframe != r_framecount) //sufraces exist in multiple leafs.
{
surf->visframe = r_framecount;
if (surf->mark)
*surf->mark = surf;
}
} while (--i);
// c_world_leafs++;
}
{
int j;
texture_t *tex;
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
tex = cl.worldmodel->textures[i];
if (!tex)
continue;
for (j = 0; j < tex->vbo.meshcount; j++)
{
surf = tex->vbo.meshlist[j];
if (surf)
{
tex->vbo.meshlist[j] = NULL;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
}
}
#endif
static void Surf_RecursiveQ3WorldNode (mnode_t *node, unsigned int clipflags)
{
int c, side, clipped;
mplane_t *plane, *clipplane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
start:
if (node->visframe != r_visframecount)
return;
for (c = 0, clipplane = r_refdef.frustum; c < r_refdef.frustum_numplanes; c++, clipplane++)
{
if (!(clipflags & (1 << c)))
continue; // don't need to clip against it
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
if (clipped == 2)
return;
else if (clipped == 1)
clipflags -= (1<<c); // node is entirely on screen
}
// if a leaf node, draw stuff
if (node->contents != -1)
{
pleaf = (mleaf_t *)node;
if (! (r_refdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
return; // not visible
c = pleaf->cluster;
if (c >= 0)
frustumvis[c>>3] |= 1<<(c&7);
mark = pleaf->firstmarksurface;
for (c = pleaf->nummarksurfaces; c; c--)
{
surf = *mark++;
if (surf->visframe == r_framecount)
continue;
surf->visframe = r_framecount;
// if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
// continue; // wrong side
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
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;
else
side = 1;
// recurse down the children, front side first
Surf_RecursiveQ3WorldNode (node->children[side], clipflags);
// q3 nodes contain no drawables
// recurse down the back side
//GLR_RecursiveWorldNode (node->children[!side], clipflags);
node = node->children[!side];
goto start;
}
#endif
static void Surf_PushChains(model_t *model)
{
batch_t *batch;
int i;
if (r_refdef.recurse == R_MAX_RECURSE)
Sys_Error("Recursed too deep\n");
if (!r_refdef.recurse)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->firstmesh = 0;
}
}
#if R_MAX_RECURSE > 2
else if (r_refdef.recurse > 1)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->recursefirst[r_refdef.recurse] = batch->firstmesh;
batch->firstmesh = batch->meshes;
}
}
#endif
else
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->firstmesh = batch->meshes;
}
}
}
static void Surf_PopChains(model_t *model)
{
batch_t *batch;
int i;
if (!r_refdef.recurse)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->meshes = 0;
}
}
#if R_MAX_RECURSE > 2
else if (r_refdef.recurse > 1)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->meshes = batch->firstmesh;
batch->firstmesh = batch->recursefirst[r_refdef.recurse];
}
}
#endif
else
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = model->batches[i]; batch; batch = batch->next)
{
batch->meshes = batch->firstmesh;
batch->firstmesh = 0;
}
}
}
//most of this is a direct copy from gl
void Surf_SetupFrame(void)
{
mleaf_t *leaf;
vec3_t temp, pvsorg;
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= RDF_NOWORLDMODEL;
R_AnimateLight();
r_framecount++;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
if (r_refdef.recurse)
{
VectorCopy(r_refdef.pvsorigin, pvsorg);
}
else
{
VectorCopy(r_refdef.vieworg, pvsorg);
R_UpdateHDR(r_refdef.vieworg);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
}
r_viewcontents = 0;
if (r_refdef.flags & RDF_NOWORLDMODEL)
{
}
else if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED || cl.worldmodel->fromgame == fg_doom3 )
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
{
r_viewleaf = NULL;
r_viewleaf2 = NULL;
}
#ifdef Q2BSPS
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
else if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
{
static mleaf_t fakeleaf;
mleaf_t *leaf;
//FIXME: do we still need this fakeleaf stuff?
r_viewleaf = &fakeleaf;
r_viewleaf->contents = Q1CONTENTS_EMPTY;
r_viewleaf2 = NULL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
leaf = Mod_PointInLeaf (cl.worldmodel, pvsorg);
r_viewcontents = cl.worldmodel->funcs.PointContents(cl.worldmodel, NULL, pvsorg);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
VectorCopy (pvsorg, temp);
temp[2] -= 16;
leaf = Mod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
VectorCopy (pvsorg, temp);
temp[2] += 16;
leaf = Mod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
#endif
else
{
r_viewleaf = Mod_PointInLeaf (cl.worldmodel, pvsorg);
if (!r_viewleaf)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (pvsorg, temp);
temp[2] -= 16;
leaf = Mod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
{ //in water, look up a bit.
VectorCopy (pvsorg, temp);
temp[2] += 16;
leaf = Mod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents == Q1CONTENTS_EMPTY)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else
r_viewleaf2 = NULL;
if (r_viewleaf)
{
switch(r_viewleaf->contents)
{
case Q1CONTENTS_WATER:
r_viewcontents |= FTECONTENTS_WATER;
break;
case Q1CONTENTS_LAVA:
r_viewcontents |= FTECONTENTS_LAVA;
break;
case Q1CONTENTS_SLIME:
r_viewcontents |= FTECONTENTS_SLIME;
break;
case Q1CONTENTS_SKY:
r_viewcontents |= FTECONTENTS_SKY;
break;
case Q1CONTENTS_SOLID:
r_viewcontents |= FTECONTENTS_SOLID;
break;
case Q1CONTENTS_LADDER:
r_viewcontents |= FTECONTENTS_LADDER;
break;
}
}
}
#ifdef TERRAIN
if (!(r_refdef.flags & RDF_NOWORLDMODEL) && cl.worldmodel && cl.worldmodel->terrain)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
r_viewcontents |= Heightmap_PointContents(cl.worldmodel, NULL, pvsorg);
}
#endif
/*pick up any extra water entities*/
{
vec3_t t1,t2;
VectorCopy(pmove.player_mins, t1);
VectorCopy(pmove.player_maxs, t2);
VectorClear(pmove.player_maxs);
VectorClear(pmove.player_mins);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
r_viewcontents |= PM_ExtraBoxContents(pvsorg);
VectorCopy(t1, pmove.player_mins);
VectorCopy(t2, pmove.player_maxs);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
if (!r_secondaryview)
V_SetContentsColor (r_viewcontents);
if (r_refdef.audio.defaulted)
{
//first scene is the 'main' scene and audio defaults to that (unless overridden later in the frame)
r_refdef.audio.defaulted = false;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
VectorCopy(r_refdef.vieworg, r_refdef.audio.origin);
VectorCopy(vpn, r_refdef.audio.forward);
VectorCopy(vright, r_refdef.audio.right);
VectorCopy(vup, r_refdef.audio.up);
if (r_viewcontents & FTECONTENTS_FLUID)
r_refdef.audio.inwater = true;
else
r_refdef.audio.inwater = false;
}
}
/*
static mesh_t *surfbatchmeshes[256];
static void Surf_BuildBrushBatch(batch_t *batch)
{
model_t *model = batch->ent->model;
unsigned int i;
batch->mesh = surfbatchmeshes;
batch->meshes = batch->surf_count;
for (i = 0; i < batch->surf_count; i++)
{
surfbatchmeshes[i] = model->surfaces[batch->surf_first + i].mesh;
}
}
*/
void Surf_GenBrushBatches(batch_t **batches, entity_t *ent)
{
int i;
msurface_t *s;
batch_t *ob;
model_t *model;
batch_t *b;
unsigned int bef;
model = ent->model;
if (R_CullEntityBox (ent, model->mins, model->maxs))
return;
#ifdef RTLIGHTS
if (BE_LightCullModel(ent->origin, model))
return;
#endif
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (model->fromgame != fg_quake3 && model->fromgame != fg_doom3 && lightmap)
{
int k;
currententity = ent;
currentmodel = ent->model;
if (model->nummodelsurfaces != 0 && r_dynamic.ival)
{
for (k=rtlights_first; k<RTL_FIRST; k++)
{
if (!cl_dlights[k].radius)
continue;
if (!(cl_dlights[k].flags & LFLAG_LIGHTMAP))
continue;
model->funcs.MarkLights (&cl_dlights[k], 1<<k, model->rootnode);
}
}
Surf_LightmapShift(model);
if ((ent->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderAmbientLightmaps (s, ent->abslight);
}
else if (ent->drawflags & DRF_TRANSLUCENT)
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderAmbientLightmaps (s, 255);
}
else
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderDynamicLightmaps (s);
}
currententity = NULL;
}
bef = BEF_PUSHDEPTH;
if (ent->flags & RF_ADDITIVE)
bef |= BEF_FORCEADDITIVE;
else if ((ent->drawflags & DRF_TRANSLUCENT) && r_wateralpha.value != 1)
{
bef |= BEF_FORCETRANSPARENT;
ent->shaderRGBAf[3] = r_wateralpha.value;
}
else if ((ent->flags & RF_TRANSLUCENT) && cls.protocol != CP_QUAKE3)
bef |= BEF_FORCETRANSPARENT;
if (ent->flags & RF_NODEPTHTEST)
bef |= BEF_FORCENODEPTH;
if (ent->flags & RF_NOSHADOW)
bef |= BEF_NOSHADOWS;
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (ob = model->batches[i]; ob; ob = ob->next)
{
b = BE_GetTempBatch();
if (!b)
continue;
*b = *ob;
// if (b->texture)
// b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader;
b->meshes = b->maxmeshes;
b->ent = ent;
b->flags = bef;
if (b->buildmeshes)
b->buildmeshes(b);
if (!b->shader)
b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader;
if (bef & BEF_FORCEADDITIVE)
{
b->next = batches[SHADER_SORT_ADDITIVE];
batches[SHADER_SORT_ADDITIVE] = b;
}
else if (bef & BEF_FORCETRANSPARENT)
{
b->next = batches[SHADER_SORT_BLEND];
batches[SHADER_SORT_BLEND] = b;
}
else
{
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
}
/*
=============
R_DrawWorld
=============
*/
void Surf_DrawWorld (void)
{
//surfvis vs entvis - the key difference is that surfvis is surfaces while entvis is volume. though surfvis should be frustum culled also for lighting. entvis doesn't care.
qbyte *surfvis, *entvis;
qbyte frustumvis_[MAX_MAP_LEAFS/8];
RSpeedLocals();
if (r_refdef.flags & RDF_NOWORLDMODEL)
{
r_refdef.flags |= RDF_NOWORLDMODEL;
BE_DrawWorld(false, NULL);
return;
}
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
{
/*Don't act as a wallhack*/
return;
}
currentmodel = cl.worldmodel;
currententity = &r_worldentity;
{
RSpeedRemark();
Surf_LightmapShift(cl.worldmodel);
Surf_PushChains(cl.worldmodel);
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
{
frustumvis = frustumvis_;
memset(frustumvis, 0, (cl.worldmodel->numclusters + 7)>>3);
if (!r_refdef.areabitsknown)
{ //generate the info each frame, as the gamecode didn't tell us what to use.
int leafnum = CM_PointLeafnum (cl.worldmodel, r_refdef.vieworg);
int clientarea = CM_LeafArea (cl.worldmodel, leafnum);
CM_WriteAreaBits(cl.worldmodel, r_refdef.areabits, clientarea);
r_refdef.areabitsknown = true;
}
#ifdef Q3BSPS
if (cl.worldmodel->fromgame == fg_quake3)
{
entvis = surfvis = R_MarkLeaves_Q3 ();
Surf_RecursiveQ3WorldNode (cl.worldmodel->nodes, (1<<r_refdef.frustum_numplanes)-1);
//Surf_LeafWorldNode ();
}
else
#endif
{
entvis = surfvis = R_MarkLeaves_Q2 ();
VectorCopy (r_refdef.vieworg, modelorg);
Surf_RecursiveQ2WorldNode (cl.worldmodel->nodes);
}
surfvis = frustumvis;
}
else
#endif
#ifdef MAP_PROC
if (cl.worldmodel->fromgame == fg_doom3)
{
entvis = surfvis = D3_CalcVis(cl.worldmodel, r_origin);
}
else
#endif
#ifdef MAP_DOOM
if (currentmodel->fromgame == fg_doom)
{
entvis = surfvis = NULL;
GLR_DoomWorld();
}
else
#endif
#ifdef TERRAIN
if (currentmodel->type == mod_heightmap)
{
frustumvis = NULL;
entvis = surfvis = NULL;
}
else
#endif
{
//extern cvar_t temp1;
// if (0)//temp1.value)
// entvis = surfvis = R_MarkLeafSurfaces_Q1();
// else
{
entvis = R_MarkLeaves_Q1 ();
if (!(r_novis.ival & 2))
VectorCopy (r_origin, modelorg);
frustumvis = frustumvis_;
memset(frustumvis, 0, (cl.worldmodel->numclusters + 7)>>3);
if (r_refdef.useperspective)
Surf_RecursiveWorldNode (cl.worldmodel->nodes, 0x1f);
else
Surf_OrthoRecursiveWorldNode (cl.worldmodel->nodes, 0x1f);
surfvis = frustumvis;
}
}
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
CL_LinkStaticEntities(entvis);
TRACE(("dbg: calling R_DrawParticles\n"));
if (!r_refdef.recurse)
P_DrawParticles ();
}
RSpeedEnd(RSPEED_WORLDNODE);
TRACE(("dbg: calling BE_DrawWorld\n"));
BE_DrawWorld(true, surfvis);
/*FIXME: move this away*/
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife)
Surf_LessenStains();
Surf_PopChains(cl.worldmodel);
}
}
unsigned int Surf_CalcMemSize(msurface_t *surf)
{
if (surf->mesh)
return 0;
if (!surf->numedges)
return 0;
//figure out how much space this surface needs
return sizeof(mesh_t) +
sizeof(index_t)*(surf->numedges-2)*3 +
(sizeof(vecV_t)+sizeof(vec2_t)*2+sizeof(vec3_t)*3+sizeof(vec4_t))*surf->numedges;
}
void Surf_DeInit(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
continue;
if (!lightmap[i]->external)
Image_DestroyTexture(lightmap[i]->lightmap_texture);
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (lightmap)
BZ_Free(lightmap);
lightmap=NULL;
numlightmaps=0;
Alias_Shutdown();
Shader_ResetRemaps();
}
void Surf_Clear(model_t *mod)
{
vbo_t *vbo;
if (mod->fromgame == fg_doom3)
return;/*they're on the hunk*/
while(mod->vbos)
{
vbo = mod->vbos;
mod->vbos = vbo->next;
BE_ClearVBO(vbo);
}
BZ_Free(mod->shadowbatches);
mod->numshadowbatches = 0;
mod->shadowbatches = NULL;
#ifdef RTLIGHTS
Sh_PurgeShadowMeshes();
#endif
}
//pick fastest mode for lightmap data
void Surf_LightmapMode(void)
{
lightmap_bgra = true;
switch(qrenderer)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
default:
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
case QR_SOFTWARE:
lightmap_bytes = 4;
lightmap_bgra = true;
break;
#ifdef D3DQUAKE
case QR_DIRECT3D9:
case QR_DIRECT3D11:
/*always bgra, hope your card supports it*/
lightmap_bytes = 4;
lightmap_bgra = true;
break;
#endif
#ifdef GLQUAKE
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
case QR_OPENGL:
/*favour bgra if the gpu supports it, otherwise use rgb only if it'll be used*/
lightmap_bgra = false;
if (gl_config.gles)
{
//rgb is a supported format, where bgr or rgbx are not.
lightmap_bytes = 3;
lightmap_bgra = false;
}
else if (gl_config.glversion >= 1.2)
{
/*the more common case*/
lightmap_bytes = 4;
lightmap_bgra = true;
}
else if (cl.worldmodel->fromgame == fg_quake3 || (cl.worldmodel->engineflags & MDLF_RGBLIGHTING) || cl.worldmodel->deluxdata || r_loadlits.value)
{
lightmap_bgra = false;
lightmap_bytes = 3;
}
else
lightmap_bytes = 1;
break;
#endif
}
}
//needs to be followed by a BE_UploadAllLightmaps at some point
int Surf_NewLightmaps(int count, int width, int height, qboolean deluxe)
{
int first = numlightmaps;
int i;
if (!count)
return -1;
if (deluxe && (count & 1))
{
deluxe = false;
Con_Print("WARNING: Deluxemapping with odd number of lightmaps\n");
}
i = numlightmaps + count;
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(i));
while(i > first)
{
i--;
if (deluxe && ((i - numlightmaps)&1))
{
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*4)*width*height);
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1);
lightmap[i]->stainmaps = NULL;
lightmap[i]->hasdeluxe = false;
}
else
{
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*4 + sizeof(stmap)*3)*width*height);
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1);
lightmap[i]->stainmaps = (stmap*)(lightmap[i]->lightmaps+4*width*height);
lightmap[i]->hasdeluxe = deluxe;
}
lightmap[i]->rectchange.l = 0;
lightmap[i]->rectchange.t = 0;
lightmap[i]->rectchange.h = lightmap[i]->height;
lightmap[i]->rectchange.w = lightmap[i]->width;
lightmap[i]->lightmap_texture = r_nulltex;
lightmap[i]->modified = true;
// lightmap[i]->shader = NULL;
lightmap[i]->external = false;
// reset stainmap since it now starts at 255
if (lightmap[i]->stainmaps)
memset(lightmap[i]->stainmaps, 255, width*height*3*sizeof(stmap));
}
numlightmaps += count;
return first;
}
int Surf_NewExternalLightmaps(int count, char *filepattern, qboolean deluxe)
{
int first = numlightmaps;
int i;
char nname[MAX_QPATH];
qboolean odd = (count & 1) && deluxe;
if (!count)
return -1;
if (odd)
count++;
i = numlightmaps + count;
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(i));
while(i > first)
{
i--;
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]));
lightmap[i]->width = 0;
lightmap[i]->height = 0;
lightmap[i]->lightmaps = NULL;
lightmap[i]->stainmaps = NULL;
lightmap[i]->modified = false;
lightmap[i]->external = true;
lightmap[i]->hasdeluxe = (deluxe && ((i - numlightmaps)&1));
Q_snprintfz(nname, sizeof(nname), filepattern, i - numlightmaps);
TEXASSIGN(lightmap[i]->lightmap_texture, R_LoadHiResTexture(nname, NULL, (gl_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP));
if (lightmap[i]->lightmap_texture->status == TEX_LOADING)
COM_WorkerPartialSync(lightmap[i]->lightmap_texture, &lightmap[i]->lightmap_texture->status, TEX_LOADING);
lightmap[i]->width = lightmap[i]->lightmap_texture->width;
lightmap[i]->height = lightmap[i]->lightmap_texture->height;
}
if (odd)
{
i = numlightmaps+count-1;
if (!TEXVALID(lightmap[i]->lightmap_texture))
{ //FIXME: no deluxemaps after all...
Z_Free(lightmap[i]);
lightmap[i] = NULL;
count--;
}
}
numlightmaps += count;
return first;
}
void Surf_BuildModelLightmaps (model_t *m)
{
int i, t;
int shift;
msurface_t *surf;
batch_t *batch;
int sortid;
int ptype;
int newfirst;
if (m->loadstate != MLS_LOADED)
return;
if (!lightmap_bytes)
return;
#ifdef TERRAIN
//easiest way to deal with heightmap lightmaps is to just purge the entire thing.
if (m->terrain)
Terr_PurgeTerrainModel(m, false, false); //FIXME: cop out. middle arg should be 'true'.
#endif
if (m->type != mod_brush)
return;
if (!m->lightmaps.count)
return;
currentmodel = m;
shift = Surf_LightmapShift(currentmodel);
if (*m->name == '*' && m->fromgame == fg_quake3) //FIXME: should be all bsp formats
{
if (!cl.model_precache[1] || cl.model_precache[1]->loadstate != MLS_LOADED)
return;
newfirst = cl.model_precache[1]->lightmaps.first;
}
else
{
if (!m->lightdata && m->lightmaps.count && m->fromgame == fg_quake3)
{
char pattern[MAX_QPATH];
COM_StripAllExtensions(m->name, pattern, sizeof(pattern));
Q_strncatz(pattern, "/lm_%04u.tga", sizeof(pattern));
newfirst = Surf_NewExternalLightmaps(m->lightmaps.count, pattern, m->lightmaps.deluxemapping);
m->lightmaps.count = numlightmaps - newfirst;
}
else
newfirst = Surf_NewLightmaps(m->lightmaps.count, m->lightmaps.width, m->lightmaps.height, m->lightmaps.deluxemapping);
}
//fixup batch lightmaps
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = m->batches[sortid]; batch != NULL; batch = batch->next)
{
for (i = 0; i < MAXRLIGHTMAPS; i++)
{
if (batch->lightmap[i] < 0)
continue;
batch->lightmap[i] = batch->lightmap[i] - m->lightmaps.first + newfirst;
}
}
/*particle emision based upon texture. this is lazy code*/
if (m == cl.worldmodel)
{
for (t = m->numtextures-1; t >= 0; t--)
{
char *pn = va("tex_%s", m->textures[t]->name);
char *h = strchr(pn, '#');
if (h)
*h = 0;
ptype = P_FindParticleType(pn);
if (ptype != P_INVALID)
{
for (i=0; i<m->nummodelsurfaces; i++)
{
surf = m->surfaces + i + m->firstmodelsurface;
if (surf->texinfo->texture == m->textures[t])
P_EmitSkyEffectTris(m, surf, ptype);
}
}
}
}
if (m->fromgame == fg_quake3)
{
int j;
unsigned char *src;
unsigned char *dst;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
if (*m->name != '*')
for (i = 0; i < m->lightmaps.count; i++)
{
if (lightmap[newfirst+i]->external)
continue;
dst = lightmap[newfirst+i]->lightmaps;
src = m->lightdata + i*m->lightmaps.width*m->lightmaps.height*3;
if (m->lightdata)
{
if (lightmap_bgra && lightmap_bytes == 4)
{
for (j = 0; j < m->lightmaps.width*m->lightmaps.height; j++, dst += 4, src += 3)
{
dst[0] = src[2];
dst[1] = src[1];
dst[2] = src[0];
dst[3] = 255;
}
}
else if (!lightmap_bgra && lightmap_bytes == 4)
{
for (j = 0; j < m->lightmaps.width*m->lightmaps.height; j++, dst += 4, src += 3)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
dst[3] = 255;
}
}
else if (lightmap_bgra && lightmap_bytes == 3)
{
for (j = 0; j < m->lightmaps.width*m->lightmaps.height; j++, dst += 3, src += 3)
{
dst[0] = src[2];
dst[1] = src[1];
dst[2] = src[0];
}
}
else if (!lightmap_bgra && lightmap_bytes == 3)
{
for (j = 0; j < m->lightmaps.width*m->lightmaps.height; j++, dst += 3, src += 3)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
}
}
}
}
}
else
{
int j;
lightmapinfo_t *lm, *dlm;
qbyte *deluxemap;
// if (*m->name == '*')
// {
// if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
// return;
// }
//fixup surface lightmaps, and paint
for (i=0; i<m->nummodelsurfaces; i++)
{
surf = m->surfaces + i + m->firstmodelsurface;
for (j = 0; j < MAXRLIGHTMAPS; j++)
{
if (surf->lightmaptexturenums[j] < m->lightmaps.first)
{
surf->lightmaptexturenums[j] = -1;
continue;
}
if (surf->lightmaptexturenums[j] >= m->lightmaps.first+m->lightmaps.count)
{
surf->lightmaptexturenums[j] = -1;
continue;
}
surf->lightmaptexturenums[j] = surf->lightmaptexturenums[0] - m->lightmaps.first + newfirst;
lm = lightmap[surf->lightmaptexturenums[j]];
if (lm->hasdeluxe)
{
dlm = lightmap[surf->lightmaptexturenums[j]+1];
deluxemap = dlm->lightmaps + (surf->light_t[j] * dlm->width + surf->light_s[j]) * lightmap_bytes;
}
else
deluxemap = NULL;
Surf_BuildLightMap (surf,
lm->lightmaps + (surf->light_t[j] * lm->width + surf->light_s[j]) * lightmap_bytes,
deluxemap,
lm->stainmaps + (surf->light_t[j] * lm->width + surf->light_s[j]) * 3,
shift, r_ambient.value*255, lm->width);
}
}
}
m->lightmaps.first = newfirst;
}
void Surf_ClearLightmaps(void)
{
lightmap_bytes = 0;
}
/*
==================
GL_BuildLightmaps
Builds the lightmap texture
with all the surfaces from all brush models
Groups surfaces into their respective batches (based on the lightmap number).
==================
*/
void Surf_BuildLightmaps (void)
{
int i;
model_t *m;
extern model_t *mod_known;
extern int mod_numknown;
//make sure the lightstyle values are correct.
R_AnimateLight();
r_framecount = 1; // no dlightcache
while(numlightmaps > 0)
{
numlightmaps--;
if (!lightmap[numlightmaps])
continue;
if (!lightmap[numlightmaps]->external)
Image_DestroyTexture(lightmap[numlightmaps]->lightmap_texture);
BZ_Free(lightmap[numlightmaps]);
lightmap[numlightmaps] = NULL;
}
Surf_LightmapMode();
r_oldviewleaf = NULL;
r_oldviewleaf2 = NULL;
r_oldviewcluster = -1;
r_oldviewcluster2 = -1;
//FIXME: unload stuff that's no longer relevant somehow.
for (i = 0; i < mod_numknown; i++)
{
m = &mod_known[i];
if (m->loadstate != MLS_LOADED)
continue;
Surf_BuildModelLightmaps(m);
}
BE_UploadAllLightmaps();
}
/*
===============
Surf_NewMap
===============
*/
void Surf_NewMap (void)
{
char namebuf[MAX_QPATH];
extern cvar_t host_mapname;
int i;
memset (&r_worldentity, 0, sizeof(r_worldentity));
AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
VectorInverse(r_worldentity.axis[1]);
r_worldentity.model = cl.worldmodel;
Vector4Set(r_worldentity.shaderRGBAf, 1, 1, 1, 1);
VectorSet(r_worldentity.light_avg, 1, 1, 1);
if (cl.worldmodel)
COM_StripExtension(COM_SkipPath(cl.worldmodel->name), namebuf, sizeof(namebuf));
else
*namebuf = '\0';
Cvar_Set(&host_mapname, namebuf);
Surf_DeInit();
r_viewleaf = NULL;
r_oldviewleaf = NULL;
r_viewcluster = -1;
r_oldviewcluster = 0;
r_viewcluster2 = -1;
if (cl.worldmodel)
{
if (cl.worldmodel->loadstate == MLS_LOADING)
COM_WorkerPartialSync(cl.worldmodel, &cl.worldmodel->loadstate, MLS_LOADING);
Mod_ParseInfoFromEntityLump(cl.worldmodel);
}
if (!pe)
Cvar_ForceCallback(&r_particlesystem);
R_Clutter_Purge();
TRACE(("dbg: Surf_NewMap: clear particles\n"));
P_ClearParticles ();
TRACE(("dbg: Surf_NewMap: wiping them stains (getting the cloth out)\n"));
Surf_WipeStains();
CL_RegisterParticles();
TRACE(("dbg: Surf_NewMap: building lightmaps\n"));
Surf_BuildLightmaps ();
TRACE(("dbg: Surf_NewMap: ui\n"));
#ifdef VM_UI
UI_Reset();
#endif
TRACE(("dbg: Surf_NewMap: tp\n"));
TP_NewMap();
R_SetSky(cl.skyname);
#ifdef MAP_PROC
if (cl.worldmodel->fromgame == fg_doom3)
D3_GenerateAreas(cl.worldmodel);
#endif
for (i = 0; i < cl.num_statics; i++)
{
vec3_t mins, maxs;
//fixme: no rotation
if (cl_static_entities[i].ent.model)
{
VectorAdd(cl_static_entities[i].ent.origin, cl_static_entities[i].ent.model->mins, mins);
VectorAdd(cl_static_entities[i].ent.origin, cl_static_entities[i].ent.model->maxs, maxs);
}
else
{
VectorCopy(mins, cl_static_entities[i].ent.origin);
VectorCopy(maxs, cl_static_entities[i].ent.origin);
}
cl.worldmodel->funcs.FindTouchedLeafs(cl.worldmodel, &cl_static_entities[i].pvscache, mins, maxs);
cl_static_entities[i].emit = NULL;
}
#ifdef RTLIGHTS
Sh_PreGenerateLights();
#endif
}
void Surf_PreNewMap(void)
{
r_loadbumpmapping = r_deluxemapping.ival || r_glsl_offsetmapping.ival;
#ifdef RTLIGHTS
r_loadbumpmapping |= r_shadow_realtime_world.ival || r_shadow_realtime_dlight.ival;
#endif
r_viewleaf = NULL;
r_oldviewleaf = NULL;
r_viewleaf2 = NULL;
r_oldviewleaf2 = NULL;
}
#endif