mirror of
https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 03:24:56 +08:00
ref: gl: add litwater support
This commit is contained in:
@@ -720,6 +720,9 @@ extern convar_t gl_msaa;
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extern convar_t gl_stencilbits;
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extern convar_t gl_overbright;
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extern convar_t gl_fog;
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extern convar_t gl_litwater_force;
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extern convar_t gl_litwater_minlight;
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extern convar_t gl_litwater_scale;
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extern convar_t r_lighting_ambient;
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extern convar_t r_studio_lambert;
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@@ -22,6 +22,10 @@ CVAR_DEFINE_AUTO( gl_msaa, "1", FCVAR_GLCONFIG, "enable or disable multisample a
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CVAR_DEFINE_AUTO( gl_stencilbits, "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelformat stencil bits (0 - auto)" );
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CVAR_DEFINE_AUTO( gl_overbright, "1", FCVAR_GLCONFIG, "overbrights" );
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CVAR_DEFINE_AUTO( gl_fog, "1", FCVAR_GLCONFIG, "allow for rendering fog using built-in OpenGL fog implementation" );
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CVAR_DEFINE_AUTO( gl_litwater_force, "0", FCVAR_GLCONFIG, "force enable lightmapped water, even if support not declared in the map" );
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CVAR_DEFINE_AUTO( gl_litwater_minlight, "0", FCVAR_GLCONFIG, "minimal light water receives, helps avoid too dark lightmapped water" );
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CVAR_DEFINE_AUTO( gl_litwater_scale, "3", FCVAR_GLCONFIG, "lightmapped water scale factor" );
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CVAR_DEFINE_AUTO( r_lighting_extended, "1", FCVAR_GLCONFIG, "allow to get lighting from world and bmodels" );
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CVAR_DEFINE_AUTO( r_lighting_ambient, "0.3", FCVAR_GLCONFIG, "map ambient lighting scale" );
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CVAR_DEFINE_AUTO( r_detailtextures, "1", FCVAR_GLCONFIG, "enable detail textures support" );
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CVAR_DEFINE_AUTO( r_novis, "0", 0, "ignore vis information (perfomance test)" );
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@@ -1183,6 +1187,9 @@ static void GL_InitCommands( void )
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gEngfuncs.Cvar_RegisterVariable( &gl_round_down );
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gEngfuncs.Cvar_RegisterVariable( &gl_overbright );
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gEngfuncs.Cvar_RegisterVariable( &gl_fog );
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gEngfuncs.Cvar_RegisterVariable( &gl_litwater_force );
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gEngfuncs.Cvar_RegisterVariable( &gl_litwater_minlight );
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gEngfuncs.Cvar_RegisterVariable( &gl_litwater_scale );
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gEngfuncs.Cvar_RegisterVariable( &gl_polyoffset );
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gEngfuncs.Cvar_RegisterVariable( &gl_polyoffset_bmodels );
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@@ -1035,6 +1035,14 @@ static void R_CheckCvars( void )
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rebuild = true;
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}
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// we only recalculate lightmap on the fly if map hasn't declared support for lightmapped water
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if( !FBitSet( tr.world->flags, FWORLD_HAS_LITWATER ) && FBitSet( gl_litwater_scale.flags|gl_litwater_minlight.flags, FCVAR_CHANGED ))
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{
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rebuild = true;
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ClearBits( gl_litwater_scale.flags, FCVAR_CHANGED );
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ClearBits( gl_litwater_minlight.flags, FCVAR_CHANGED );
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}
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if( rebuild )
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R_GammaChanged( false );
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}
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@@ -76,6 +76,42 @@ static inline qboolean R_SeparatePassActive( const separate_pass_t *sp )
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return sp->last >= 0 ? true : false;
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}
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static qboolean Mod_HaveLightmappedWater( void )
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{
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// if this flag set, it's level designer's job to ensure water has been properly lit
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if( FBitSet( tr.world->flags, FWORLD_HAS_LITWATER ))
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return true;
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// otherwise, check user preference, as some maps have lightmapped water
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return gl_litwater_force.value ? true : false;
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}
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static int Mod_LightmappedWaterMinlight( void )
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{
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if( FBitSet( tr.world->flags, FWORLD_HAS_LITWATER ))
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{
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if( tr.world->litwater_minlight >= 0 )
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return tr.world->litwater_minlight;
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return 0;
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}
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return Q_max( (int)gl_litwater_minlight.value, 0 );
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}
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static float Mod_LightmappedWaterScale( void )
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{
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if( FBitSet( tr.world->flags, FWORLD_HAS_LITWATER ))
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{
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if( tr.world->litwater_scale >= 0.0f )
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return tr.world->litwater_scale;
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return 1.0f;
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}
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return gl_litwater_scale.value;
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}
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byte *Mod_GetCurrentVis( void )
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{
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if( gEngfuncs.drawFuncs->Mod_GetCurrentVis && tr.fCustomRendering )
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@@ -252,12 +288,29 @@ static void SubdividePolygon_r( model_t *loadmodel, msurface_t *warpface, int nu
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{
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VectorCopy( verts, poly->verts[i] );
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R_TextureCoord( verts, warpface, &poly->verts[i][3] );
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// lightmap texcoords for subdivided surfaces will be calculated later
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}
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}
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// for speed reasons
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if( !FBitSet( warpface->flags, SURF_DRAWTURB ))
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static void GL_BuildLightmapWater( model_t *mod, msurface_t *fa )
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{
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float sample_size;
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glpoly2_t *poly;
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if( !mod || !fa->texinfo || !fa->texinfo->texture )
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return; // bad polygon?
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sample_size = gEngfuncs.Mod_SampleSizeForFace( fa );
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for( poly = fa->polys; poly; poly = poly->next )
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{
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int i;
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for( i = 0; i < poly->numverts; i++ )
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{
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// lightmap texture coordinates
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R_LightmapCoord( verts, warpface, sample_size, &poly->verts[i][5] );
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vec3_t vec;
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VectorCopy( poly->verts[i], vec );
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R_LightmapCoord( vec, fa, sample_size, &poly->verts[i][5] );
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}
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}
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}
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@@ -703,6 +756,8 @@ static void R_BuildLightMap( const msurface_t *surf, byte *dest, int stride, qbo
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const mextrasurf_t *info = surf->info;
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int lightscale;
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const int litwater_minlight = Mod_LightmappedWaterMinlight();
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const float litwater_scale = Mod_LightmappedWaterScale();
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const int sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
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const int smax = ( info->lightextents[0] / sample_size ) + 1;
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const int tmax = ( info->lightextents[1] / sample_size ) + 1;
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@@ -752,6 +807,14 @@ static void R_BuildLightMap( const msurface_t *surf, byte *dest, int stride, qbo
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{
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int t = bl[i] * lightscale >> 14;
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// amp up water lightmap to avoid too dark water
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// when the it wasn't properly lit by the level designer
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if( FBitSet( surf->flags, SURF_DRAWTURB ))
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{
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float ft = t * litwater_scale;
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t = Q_max( Q_rint( ft ), litwater_minlight );
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}
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if( t > 1023 )
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t = 1023;
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@@ -977,6 +1040,58 @@ static void EmitWaterPolys( msurface_t *warp, qboolean reverse, qboolean ripples
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GL_SetupFogColorForSurfaces();
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}
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/*
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================
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EmitWaterLightPolys
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Render water lightmaps
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================
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*/
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static void EmitWaterLightPolys( msurface_t *warp, float soffset, float toffset, qboolean dynamic )
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{
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const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS );
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glpoly2_t *p;
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float waveHeight = RI.currententity->curstate.scale;
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// set the current waveheight
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if( warp->polys->verts[0][2] >= RI.vieworg[2] )
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waveHeight = -waveHeight;
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if( useQuads )
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pglBegin( GL_QUADS );
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for( p = warp->polys; p; p = p->next )
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{
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float *v = p->verts[0];
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int i;
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if( !useQuads )
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pglBegin( GL_POLYGON );
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for( i = 0; i < p->numverts; i++, v += VERTEXSIZE )
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{
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if( !dynamic ) pglTexCoord2f( v[5], v[6] );
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else pglTexCoord2f( v[5] - soffset, v[6] - toffset );
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if( waveHeight )
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{
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float nv = r_turbsin[(int)(gp_cl->time * 160.0f + v[1] + v[0]) & 255] + 8.0f;
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nv = (r_turbsin[(int)(v[0] * 5.0f + gp_cl->time * 171.0f - v[1]) & 255] + 8.0f ) * 0.8f + nv;
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nv = nv * waveHeight + v[2];
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pglVertex3f( v[0], v[1], nv );
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}
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else pglVertex3fv( v );
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}
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if( !useQuads )
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pglEnd ();
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}
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if( useQuads )
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pglEnd();
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}
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/*
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================
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DrawGLPolyChain
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@@ -984,10 +1099,16 @@ DrawGLPolyChain
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Render lightmaps
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================
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*/
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static void DrawGLPolyChain( glpoly2_t *p, float soffset, float toffset )
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static void DrawGLPolyChain( glpoly2_t *p, float soffset, float toffset, msurface_t *surf )
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{
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const qboolean dynamic = soffset != 0.0f || toffset != 0.0f;
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if( FBitSet( surf->flags, SURF_DRAWTURB ))
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{
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EmitWaterLightPolys( surf, soffset, toffset, dynamic );
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return;
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}
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for( ; p != NULL; p = p->chain )
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{
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float *v;
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@@ -1020,6 +1141,8 @@ static qboolean R_HasLightmap( void )
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switch( RI.currententity->curstate.rendermode )
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{
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case kRenderTransTexture:
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return FBitSet( RI.currentmodel->flags, MODEL_LIQUID ) ? true : false;
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case kRenderTransColor:
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case kRenderTransAdd:
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case kRenderGlow:
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@@ -1049,21 +1172,29 @@ static void R_BlendLightmaps( void )
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pglEnable( GL_BLEND );
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else pglDisable( GL_BLEND );
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// lightmapped solid surfaces
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pglDepthMask( GL_FALSE );
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pglDepthFunc( GL_EQUAL );
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pglDisable( GL_ALPHA_TEST );
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if( gl_overbright.value )
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if( RI.currententity->curstate.rendermode == kRenderTransTexture )
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{
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pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
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if(!( R_HasEnabledVBO() && !r_vbo_overbrightmode.value ))
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pglColor4f( 128.0f / 192.0f, 128.0f / 192.0f, 128.0f / 192.0f, 1.0f );
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pglBlendFunc( GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA );
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}
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else
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{
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pglBlendFunc( GL_ZERO, GL_SRC_COLOR );
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// lightmapped solid surfaces
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pglDepthMask( GL_FALSE );
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pglDepthFunc( GL_EQUAL );
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if( gl_overbright.value )
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{
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pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
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if(!( R_HasEnabledVBO() && !r_vbo_overbrightmode.value ))
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pglColor4f( 128.0f / 192.0f, 128.0f / 192.0f, 128.0f / 192.0f, 1.0f );
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}
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else
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{
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pglBlendFunc( GL_ZERO, GL_SRC_COLOR );
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}
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}
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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// render static lightmaps first
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@@ -1075,7 +1206,7 @@ static void R_BlendLightmaps( void )
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for( surf = gl_lms.lightmap_surfaces[i]; surf != NULL; surf = surf->info->lightmapchain )
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{
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if( surf->polys ) DrawGLPolyChain( surf->polys, 0.0f, 0.0f );
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DrawGLPolyChain( surf->polys, 0.0f, 0.0f, surf );
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}
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}
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}
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@@ -1116,12 +1247,10 @@ static void R_BlendLightmaps( void )
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// draw all surfaces that use this lightmap
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for( drawsurf = newsurf; drawsurf != surf; drawsurf = drawsurf->info->lightmapchain )
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{
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if( drawsurf->polys )
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{
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DrawGLPolyChain( drawsurf->polys,
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DrawGLPolyChain( drawsurf->polys,
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( drawsurf->light_s - drawsurf->info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ),
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( drawsurf->light_t - drawsurf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ));
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}
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( drawsurf->light_t - drawsurf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ),
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drawsurf );
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}
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newsurf = drawsurf;
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@@ -1145,12 +1274,10 @@ static void R_BlendLightmaps( void )
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for( surf = newsurf; surf != NULL; surf = surf->info->lightmapchain )
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{
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if( surf->polys )
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{
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DrawGLPolyChain( surf->polys,
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DrawGLPolyChain( surf->polys,
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( surf->light_s - surf->info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE ),
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( surf->light_t - surf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ));
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}
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( surf->light_t - surf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE ),
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surf );
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}
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}
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@@ -1418,8 +1545,13 @@ static void R_RenderBrushPoly( msurface_t *fa, int cull_type )
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if( FBitSet( fa->flags, SURF_DRAWTURB ))
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{
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// warp texture, no lightmaps
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// warp texture
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EmitWaterPolys( fa, cull_type == CULL_BACKSIDE, R_UploadRipples( t ));
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// add lightmaps if requested
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if( Mod_HaveLightmappedWater( ))
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R_RenderLightmapForSurface( fa );
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return;
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}
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else GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
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@@ -1600,11 +1732,20 @@ void R_DrawWaterSurfaces( void )
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continue;
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for( ; s; s = s->texturechain )
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{
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EmitWaterPolys( s, false, R_UploadRipples( t ));
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if( Mod_HaveLightmappedWater( ))
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R_RenderLightmapForSurface( s );
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}
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t->texturechain = NULL;
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}
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// litwater: not sure if needed
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GL_ResetFogColor();
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R_BlendLightmaps();
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R_ResetSeparatePass( &draw_wateralpha );
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pglDisable( GL_BLEND );
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@@ -1717,8 +1858,16 @@ static int R_SortBrushModelSurfaces( cl_entity_t *e, model_t *clmodel, vec3_t mi
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if( cull_type == CULL_BACKSIDE )
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{
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if( !FBitSet( psurf->flags, SURF_DRAWTURB ) && !( psurf->pdecals && e->curstate.rendermode == kRenderTransTexture ))
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continue;
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if( FBitSet( psurf->flags, SURF_DRAWTURB ))
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{
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if( Mod_HaveLightmappedWater( ))
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continue; // we don't want back faces when drawing lightmaps to avoid Z fighting
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}
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else
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{
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if( !( psurf->pdecals && e->curstate.rendermode == kRenderTransTexture ))
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continue;
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}
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}
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if( num_sorted < gpGlobals->max_surfaces )
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@@ -3917,7 +4066,10 @@ void GL_BuildLightmaps( void )
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GL_CreateSurfaceLightmap( m->surfaces + j, m );
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if( m->surfaces[j].flags & SURF_DRAWTURB )
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{
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GL_BuildLightmapWater( m, m->surfaces + j );
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continue;
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}
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nColinElim += GL_BuildPolygonFromSurface( m, m->surfaces + j );
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}
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