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-rw-r--r--WinQuake/gl_rsurf.c1694
1 files changed, 1694 insertions, 0 deletions
diff --git a/WinQuake/gl_rsurf.c b/WinQuake/gl_rsurf.c
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+++ b/WinQuake/gl_rsurf.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"
+
+int skytexturenum;
+
+#ifndef GL_RGBA4
+#define GL_RGBA4 0
+#endif
+
+
+int lightmap_bytes; // 1, 2, or 4
+
+int lightmap_textures;
+
+unsigned blocklights[18*18];
+
+#define BLOCK_WIDTH 128
+#define BLOCK_HEIGHT 128
+
+#define MAX_LIGHTMAPS 64
+int active_lightmaps;
+
+typedef struct glRect_s {
+ unsigned char l,t,w,h;
+} glRect_t;
+
+glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
+qboolean lightmap_modified[MAX_LIGHTMAPS];
+glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
+
+int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
+
+// the lightmap texture data needs to be kept in
+// main memory so texsubimage can update properly
+byte lightmaps[4*MAX_LIGHTMAPS*BLOCK_WIDTH*BLOCK_HEIGHT];
+
+// For gl_texsort 0
+msurface_t *skychain = NULL;
+msurface_t *waterchain = NULL;
+
+void R_RenderDynamicLightmaps (msurface_t *fa);
+
+/*
+===============
+R_AddDynamicLights
+===============
+*/
+void R_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;
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ tex = surf->texinfo;
+
+ for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
+ {
+ if ( !(surf->dlightbits & (1<<lnum) ) )
+ continue; // not lit by this light
+
+ 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];
+
+ for (t = 0 ; t<tmax ; t++)
+ {
+ td = local[1] - t*16;
+ if (td < 0)
+ td = -td;
+ for (s=0 ; s<smax ; s++)
+ {
+ sd = local[0] - s*16;
+ if (sd < 0)
+ sd = -sd;
+ if (sd > td)
+ dist = sd + (td>>1);
+ else
+ dist = td + (sd>>1);
+ if (dist < minlight)
+ blocklights[t*smax + s] += (rad - dist)*256;
+ }
+ }
+ }
+}
+
+
+/*
+===============
+R_BuildLightMap
+
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
+*/
+void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+{
+ int smax, tmax;
+ int t;
+ int i, j, size;
+ byte *lightmap;
+ unsigned scale;
+ int maps;
+ int lightadj[4];
+ unsigned *bl;
+
+ surf->cached_dlight = (surf->dlightframe == r_framecount);
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ lightmap = surf->samples;
+
+// set to full bright if no light data
+ if (r_fullbright.value || !cl.worldmodel->lightdata)
+ {
+ for (i=0 ; i<size ; i++)
+ blocklights[i] = 255*256;
+ goto store;
+ }
+
+// clear to no light
+ for (i=0 ; i<size ; i++)
+ blocklights[i] = 0;
+
+// add all the lightmaps
+ if (lightmap)
+ for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
+ maps++)
+ {
+ scale = d_lightstylevalue[surf->styles[maps]];
+ surf->cached_light[maps] = scale; // 8.8 fraction
+ 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)
+ R_AddDynamicLights (surf);
+
+// bound, invert, and shift
+store:
+ switch (gl_lightmap_format)
+ {
+ case GL_RGBA:
+ stride -= (smax<<2);
+ bl = blocklights;
+ for (i=0 ; i<tmax ; i++, dest += stride)
+ {
+ for (j=0 ; j<smax ; j++)
+ {
+ t = *bl++;
+ t >>= 7;
+ if (t > 255)
+ t = 255;
+ dest[3] = 255-t;
+ dest += 4;
+ }
+ }
+ break;
+ case GL_ALPHA:
+ case GL_LUMINANCE:
+ case GL_INTENSITY:
+ bl = blocklights;
+ for (i=0 ; i<tmax ; i++, dest += stride)
+ {
+ for (j=0 ; j<smax ; j++)
+ {
+ t = *bl++;
+ t >>= 7;
+ if (t > 255)
+ t = 255;
+ dest[j] = 255-t;
+ }
+ }
+ break;
+ default:
+ Sys_Error ("Bad lightmap format");
+ }
+}
+
+
+/*
+===============
+R_TextureAnimation
+
+Returns the proper texture for a given time and base texture
+===============
+*/
+texture_t *R_TextureAnimation (texture_t *base)
+{
+ int reletive;
+ int count;
+
+ if (currententity->frame)
+ {
+ if (base->alternate_anims)
+ base = base->alternate_anims;
+ }
+
+ if (!base->anim_total)
+ return base;
+
+ reletive = (int)(cl.time*10) % base->anim_total;
+
+ count = 0;
+ while (base->anim_min > reletive || base->anim_max <= reletive)
+ {
+ base = base->anim_next;
+ if (!base)
+ Sys_Error ("R_TextureAnimation: broken cycle");
+ if (++count > 100)
+ Sys_Error ("R_TextureAnimation: infinite cycle");
+ }
+
+ return base;
+}
+
+
+/*
+=============================================================
+
+ BRUSH MODELS
+
+=============================================================
+*/
+
+
+extern int solidskytexture;
+extern int alphaskytexture;
+extern float speedscale; // for top sky and bottom sky
+
+void DrawGLWaterPoly (glpoly_t *p);
+void DrawGLWaterPolyLightmap (glpoly_t *p);
+
+lpMTexFUNC qglMTexCoord2fSGIS = NULL;
+lpSelTexFUNC qglSelectTextureSGIS = NULL;
+
+qboolean mtexenabled = false;
+
+void GL_SelectTexture (GLenum target);
+
+void GL_DisableMultitexture(void)
+{
+ if (mtexenabled) {
+ glDisable(GL_TEXTURE_2D);
+ GL_SelectTexture(TEXTURE0_SGIS);
+ mtexenabled = false;
+ }
+}
+
+void GL_EnableMultitexture(void)
+{
+ if (gl_mtexable) {
+ GL_SelectTexture(TEXTURE1_SGIS);
+ glEnable(GL_TEXTURE_2D);
+ mtexenabled = true;
+ }
+}
+
+#if 0
+/*
+================
+R_DrawSequentialPoly
+
+Systems that have fast state and texture changes can
+just do everything as it passes with no need to sort
+================
+*/
+void R_DrawSequentialPoly (msurface_t *s)
+{
+ glpoly_t *p;
+ float *v;
+ int i;
+ texture_t *t;
+
+ //
+ // normal lightmaped poly
+ //
+ if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
+ {
+ p = s->polys;
+
+ t = R_TextureAnimation (s->texinfo->texture);
+ GL_Bind (t->gl_texturenum);
+ glBegin (GL_POLYGON);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ glTexCoord2f (v[3], v[4]);
+ glVertex3fv (v);
+ }
+ glEnd ();
+
+ GL_Bind (lightmap_textures + s->lightmaptexturenum);
+ glEnable (GL_BLEND);
+ glBegin (GL_POLYGON);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ glTexCoord2f (v[5], v[6]);
+ glVertex3fv (v);
+ }
+ glEnd ();
+
+ glDisable (GL_BLEND);
+
+ return;
+ }
+
+ //
+ // subdivided water surface warp
+ //
+ if (s->flags & SURF_DRAWTURB)
+ {
+ GL_Bind (s->texinfo->texture->gl_texturenum);
+ EmitWaterPolys (s);
+ return;
+ }
+
+ //
+ // subdivided sky warp
+ //
+ if (s->flags & SURF_DRAWSKY)
+ {
+ GL_Bind (solidskytexture);
+ speedscale = realtime*8;
+ speedscale -= (int)speedscale;
+
+ EmitSkyPolys (s);
+
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_Bind (alphaskytexture);
+ speedscale = realtime*16;
+ speedscale -= (int)speedscale;
+ EmitSkyPolys (s);
+ if (gl_lightmap_format == GL_LUMINANCE)
+ glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+
+ glDisable (GL_BLEND);
+ }
+
+ //
+ // underwater warped with lightmap
+ //
+ p = s->polys;
+
+ t = R_TextureAnimation (s->texinfo->texture);
+ GL_Bind (t->gl_texturenum);
+ DrawGLWaterPoly (p);
+
+ GL_Bind (lightmap_textures + s->lightmaptexturenum);
+ glEnable (GL_BLEND);
+ DrawGLWaterPolyLightmap (p);
+ glDisable (GL_BLEND);
+}
+#else
+/*
+================
+R_DrawSequentialPoly
+
+Systems that have fast state and texture changes can
+just do everything as it passes with no need to sort
+================
+*/
+void R_DrawSequentialPoly (msurface_t *s)
+{
+ glpoly_t *p;
+ float *v;
+ int i;
+ texture_t *t;
+ vec3_t nv, dir;
+ float ss, ss2, length;
+ float s1, t1;
+ glRect_t *theRect;
+
+ //
+ // normal lightmaped poly
+ //
+
+ if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
+ {
+ R_RenderDynamicLightmaps (s);
+ if (gl_mtexable) {
+ p = s->polys;
+
+ t = R_TextureAnimation (s->texinfo->texture);
+ // Binds world to texture env 0
+ GL_SelectTexture(TEXTURE0_SGIS);
+ GL_Bind (t->gl_texturenum);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ // Binds lightmap to texenv 1
+ GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
+ GL_Bind (lightmap_textures + s->lightmaptexturenum);
+ i = s->lightmaptexturenum;
+ if (lightmap_modified[i])
+ {
+ lightmap_modified[i] = false;
+ theRect = &lightmap_rectchange[i];
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
+ BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
+ lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
+ theRect->l = BLOCK_WIDTH;
+ theRect->t = BLOCK_HEIGHT;
+ theRect->h = 0;
+ theRect->w = 0;
+ }
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
+ glBegin(GL_POLYGON);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ qglMTexCoord2fSGIS (TEXTURE0_SGIS, v[3], v[4]);
+ qglMTexCoord2fSGIS (TEXTURE1_SGIS, v[5], v[6]);
+ glVertex3fv (v);
+ }
+ glEnd ();
+ return;
+ } else {
+ p = s->polys;
+
+ t = R_TextureAnimation (s->texinfo->texture);
+ GL_Bind (t->gl_texturenum);
+ glBegin (GL_POLYGON);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ glTexCoord2f (v[3], v[4]);
+ glVertex3fv (v);
+ }
+ glEnd ();
+
+ GL_Bind (lightmap_textures + s->lightmaptexturenum);
+ glEnable (GL_BLEND);
+ glBegin (GL_POLYGON);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ glTexCoord2f (v[5], v[6]);
+ glVertex3fv (v);
+ }
+ glEnd ();
+
+ glDisable (GL_BLEND);
+ }
+
+ return;
+ }
+
+ //
+ // subdivided water surface warp
+ //
+
+ if (s->flags & SURF_DRAWTURB)
+ {
+ GL_DisableMultitexture();
+ GL_Bind (s->texinfo->texture->gl_texturenum);
+ EmitWaterPolys (s);
+ return;
+ }
+
+ //
+ // subdivided sky warp
+ //
+ if (s->flags & SURF_DRAWSKY)
+ {
+ GL_DisableMultitexture();
+ GL_Bind (solidskytexture);
+ speedscale = realtime*8;
+ speedscale -= (int)speedscale & ~127;
+
+ EmitSkyPolys (s);
+
+ glEnable (GL_BLEND);
+ GL_Bind (alphaskytexture);
+ speedscale = realtime*16;
+ speedscale -= (int)speedscale & ~127;
+ EmitSkyPolys (s);
+
+ glDisable (GL_BLEND);
+ return;
+ }
+
+ //
+ // underwater warped with lightmap
+ //
+ R_RenderDynamicLightmaps (s);
+ if (gl_mtexable) {
+ p = s->polys;
+
+ t = R_TextureAnimation (s->texinfo->texture);
+ GL_SelectTexture(TEXTURE0_SGIS);
+ GL_Bind (t->gl_texturenum);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ GL_EnableMultitexture();
+ GL_Bind (lightmap_textures + s->lightmaptexturenum);
+ i = s->lightmaptexturenum;
+ if (lightmap_modified[i])
+ {
+ lightmap_modified[i] = false;
+ theRect = &lightmap_rectchange[i];
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
+ BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
+ lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
+ theRect->l = BLOCK_WIDTH;
+ theRect->t = BLOCK_HEIGHT;
+ theRect->h = 0;
+ theRect->w = 0;
+ }
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
+ glBegin (GL_TRIANGLE_FAN);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ qglMTexCoord2fSGIS (TEXTURE0_SGIS, v[3], v[4]);
+ qglMTexCoord2fSGIS (TEXTURE1_SGIS, v[5], v[6]);
+
+ nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
+ nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
+ nv[2] = v[2];
+
+ glVertex3fv (nv);
+ }
+ glEnd ();
+
+ } else {
+ p = s->polys;
+
+ t = R_TextureAnimation (s->texinfo->texture);
+ GL_Bind (t->gl_texturenum);
+ DrawGLWaterPoly (p);
+
+ GL_Bind (lightmap_textures + s->lightmaptexturenum);
+ glEnable (GL_BLEND);
+ DrawGLWaterPolyLightmap (p);
+ glDisable (GL_BLEND);
+ }
+}
+#endif
+
+
+/*
+================
+DrawGLWaterPoly
+
+Warp the vertex coordinates
+================
+*/
+void DrawGLWaterPoly (glpoly_t *p)
+{
+ int i;
+ float *v;
+ float s, t, os, ot;
+ vec3_t nv;
+
+ GL_DisableMultitexture();
+
+ glBegin (GL_TRIANGLE_FAN);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ glTexCoord2f (v[3], v[4]);
+
+ nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
+ nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
+ nv[2] = v[2];
+
+ glVertex3fv (nv);
+ }
+ glEnd ();
+}
+
+void DrawGLWaterPolyLightmap (glpoly_t *p)
+{
+ int i;
+ float *v;
+ float s, t, os, ot;
+ vec3_t nv;
+
+ GL_DisableMultitexture();
+
+ glBegin (GL_TRIANGLE_FAN);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ glTexCoord2f (v[5], v[6]);
+
+ nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
+ nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
+ nv[2] = v[2];
+
+ glVertex3fv (nv);
+ }
+ glEnd ();
+}
+
+/*
+================
+DrawGLPoly
+================
+*/
+void DrawGLPoly (glpoly_t *p)
+{
+ int i;
+ float *v;
+
+ glBegin (GL_POLYGON);
+ v = p->verts[0];
+ for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
+ {
+ glTexCoord2f (v[3], v[4]);
+ glVertex3fv (v);
+ }
+ glEnd ();
+}
+
+
+/*
+================
+R_BlendLightmaps
+================
+*/
+void R_BlendLightmaps (void)
+{
+ int i, j;
+ glpoly_t *p;
+ float *v;
+ glRect_t *theRect;
+
+ if (r_fullbright.value)
+ return;
+ if (!gl_texsort.value)
+ return;
+
+ glDepthMask (0); // don't bother writing Z
+
+ if (gl_lightmap_format == GL_LUMINANCE)
+ glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ else if (gl_lightmap_format == GL_INTENSITY)
+ {
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glColor4f (0,0,0,1);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ if (!r_lightmap.value)
+ {
+ glEnable (GL_BLEND);
+ }
+
+ for (i=0 ; i<MAX_LIGHTMAPS ; i++)
+ {
+ p = lightmap_polys[i];
+ if (!p)
+ continue;
+ GL_Bind(lightmap_textures+i);
+ if (lightmap_modified[i])
+ {
+ lightmap_modified[i] = false;
+ theRect = &lightmap_rectchange[i];
+// glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
+// , BLOCK_WIDTH, BLOCK_HEIGHT, 0,
+// gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
+// glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
+// , BLOCK_WIDTH, theRect->h, 0,
+// gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+(i*BLOCK_HEIGHT+theRect->t)*BLOCK_WIDTH*lightmap_bytes);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
+ BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
+ lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
+ theRect->l = BLOCK_WIDTH;
+ theRect->t = BLOCK_HEIGHT;
+ theRect->h = 0;
+ theRect->w = 0;
+ }
+ for ( ; p ; p=p->chain)
+ {
+ if (p->flags & SURF_UNDERWATER)
+ DrawGLWaterPolyLightmap (p);
+ else
+ {
+ glBegin (GL_POLYGON);
+ v = p->verts[0];
+ for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
+ {
+ glTexCoord2f (v[5], v[6]);
+ glVertex3fv (v);
+ }
+ glEnd ();
+ }
+ }
+ }
+
+ glDisable (GL_BLEND);
+ if (gl_lightmap_format == GL_LUMINANCE)
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else if (gl_lightmap_format == GL_INTENSITY)
+ {
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glColor4f (1,1,1,1);
+ }
+
+ glDepthMask (1); // back to normal Z buffering
+}
+
+/*
+================
+R_RenderBrushPoly
+================
+*/
+void R_RenderBrushPoly (msurface_t *fa)
+{
+ texture_t *t;
+ byte *base;
+ int maps;
+ glRect_t *theRect;
+ int smax, tmax;
+
+ c_brush_polys++;
+
+ if (fa->flags & SURF_DRAWSKY)
+ { // warp texture, no lightmaps
+ EmitBothSkyLayers (fa);
+ return;
+ }
+
+ t = R_TextureAnimation (fa->texinfo->texture);
+ GL_Bind (t->gl_texturenum);
+
+ if (fa->flags & SURF_DRAWTURB)
+ { // warp texture, no lightmaps
+ EmitWaterPolys (fa);
+ return;
+ }
+
+ if (fa->flags & SURF_UNDERWATER)
+ DrawGLWaterPoly (fa->polys);
+ else
+ DrawGLPoly (fa->polys);
+
+ // add the poly to the proper lightmap chain
+
+ fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
+ lightmap_polys[fa->lightmaptexturenum] = fa->polys;
+
+ // check for lightmap modification
+ for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
+ maps++)
+ if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps])
+ goto dynamic;
+
+ if (fa->dlightframe == r_framecount // dynamic this frame
+ || fa->cached_dlight) // dynamic previously
+ {
+dynamic:
+ if (r_dynamic.value)
+ {
+ lightmap_modified[fa->lightmaptexturenum] = true;
+ theRect = &lightmap_rectchange[fa->lightmaptexturenum];
+ if (fa->light_t < theRect->t) {
+ if (theRect->h)
+ theRect->h += theRect->t - fa->light_t;
+ theRect->t = fa->light_t;
+ }
+ if (fa->light_s < theRect->l) {
+ if (theRect->w)
+ theRect->w += theRect->l - fa->light_s;
+ theRect->l = fa->light_s;
+ }
+ smax = (fa->extents[0]>>4)+1;
+ tmax = (fa->extents[1]>>4)+1;
+ if ((theRect->w + theRect->l) < (fa->light_s + smax))
+ theRect->w = (fa->light_s-theRect->l)+smax;
+ if ((theRect->h + theRect->t) < (fa->light_t + tmax))
+ theRect->h = (fa->light_t-theRect->t)+tmax;
+ base = lightmaps + fa->lightmaptexturenum*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
+ base += fa->light_t * BLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
+ R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes);
+ }
+ }
+}
+
+/*
+================
+R_RenderDynamicLightmaps
+Multitexture
+================
+*/
+void R_RenderDynamicLightmaps (msurface_t *fa)
+{
+ texture_t *t;
+ byte *base;
+ int maps;
+ glRect_t *theRect;
+ int smax, tmax;
+
+ c_brush_polys++;
+
+ if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) )
+ return;
+
+ fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
+ lightmap_polys[fa->lightmaptexturenum] = fa->polys;
+
+ // check for lightmap modification
+ for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
+ maps++)
+ if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps])
+ goto dynamic;
+
+ if (fa->dlightframe == r_framecount // dynamic this frame
+ || fa->cached_dlight) // dynamic previously
+ {
+dynamic:
+ if (r_dynamic.value)
+ {
+ lightmap_modified[fa->lightmaptexturenum] = true;
+ theRect = &lightmap_rectchange[fa->lightmaptexturenum];
+ if (fa->light_t < theRect->t) {
+ if (theRect->h)
+ theRect->h += theRect->t - fa->light_t;
+ theRect->t = fa->light_t;
+ }
+ if (fa->light_s < theRect->l) {
+ if (theRect->w)
+ theRect->w += theRect->l - fa->light_s;
+ theRect->l = fa->light_s;
+ }
+ smax = (fa->extents[0]>>4)+1;
+ tmax = (fa->extents[1]>>4)+1;
+ if ((theRect->w + theRect->l) < (fa->light_s + smax))
+ theRect->w = (fa->light_s-theRect->l)+smax;
+ if ((theRect->h + theRect->t) < (fa->light_t + tmax))
+ theRect->h = (fa->light_t-theRect->t)+tmax;
+ base = lightmaps + fa->lightmaptexturenum*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
+ base += fa->light_t * BLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
+ R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes);
+ }
+ }
+}
+
+/*
+================
+R_MirrorChain
+================
+*/
+void R_MirrorChain (msurface_t *s)
+{
+ if (mirror)
+ return;
+ mirror = true;
+ mirror_plane = s->plane;
+}
+
+
+#if 0
+/*
+================
+R_DrawWaterSurfaces
+================
+*/
+void R_DrawWaterSurfaces (void)
+{
+ int i;
+ msurface_t *s;
+ texture_t *t;
+
+ if (r_wateralpha.value == 1.0)
+ return;
+
+ //
+ // go back to the world matrix
+ //
+ glLoadMatrixf (r_world_matrix);
+
+ glEnable (GL_BLEND);
+ glColor4f (1,1,1,r_wateralpha.value);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ for (i=0 ; i<cl.worldmodel->numtextures ; i++)
+ {
+ t = cl.worldmodel->textures[i];
+ if (!t)
+ continue;
+ s = t->texturechain;
+ if (!s)
+ continue;
+ if ( !(s->flags & SURF_DRAWTURB) )
+ continue;
+
+ // set modulate mode explicitly
+ GL_Bind (t->gl_texturenum);
+
+ for ( ; s ; s=s->texturechain)
+ R_RenderBrushPoly (s);
+
+ t->texturechain = NULL;
+ }
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+ glColor4f (1,1,1,1);
+ glDisable (GL_BLEND);
+}
+#else
+/*
+================
+R_DrawWaterSurfaces
+================
+*/
+void R_DrawWaterSurfaces (void)
+{
+ int i;
+ msurface_t *s;
+ texture_t *t;
+
+ if (r_wateralpha.value == 1.0 && gl_texsort.value)
+ return;
+
+ //
+ // go back to the world matrix
+ //
+
+ glLoadMatrixf (r_world_matrix);
+
+ if (r_wateralpha.value < 1.0) {
+ glEnable (GL_BLEND);
+ glColor4f (1,1,1,r_wateralpha.value);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ }
+
+ if (!gl_texsort.value) {
+ if (!waterchain)
+ return;
+
+ for ( s = waterchain ; s ; s=s->texturechain) {
+ GL_Bind (s->texinfo->texture->gl_texturenum);
+ EmitWaterPolys (s);
+ }
+
+ waterchain = NULL;
+ } else {
+
+ for (i=0 ; i<cl.worldmodel->numtextures ; i++)
+ {
+ t = cl.worldmodel->textures[i];
+ if (!t)
+ continue;
+ s = t->texturechain;
+ if (!s)
+ continue;
+ if ( !(s->flags & SURF_DRAWTURB ) )
+ continue;
+
+ // set modulate mode explicitly
+
+ GL_Bind (t->gl_texturenum);
+
+ for ( ; s ; s=s->texturechain)
+ EmitWaterPolys (s);
+
+ t->texturechain = NULL;
+ }
+
+ }
+
+ if (r_wateralpha.value < 1.0) {
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+ glColor4f (1,1,1,1);
+ glDisable (GL_BLEND);
+ }
+
+}
+
+#endif
+
+/*
+================
+DrawTextureChains
+================
+*/
+void DrawTextureChains (void)
+{
+ int i;
+ msurface_t *s;
+ texture_t *t;
+
+ if (!gl_texsort.value) {
+ GL_DisableMultitexture();
+
+ if (skychain) {
+ R_DrawSkyChain(skychain);
+ skychain = NULL;
+ }
+
+ return;
+ }
+
+ for (i=0 ; i<cl.worldmodel->numtextures ; i++)
+ {
+ t = cl.worldmodel->textures[i];
+ if (!t)
+ continue;
+ s = t->texturechain;
+ if (!s)
+ continue;
+ if (i == skytexturenum)
+ R_DrawSkyChain (s);
+ else if (i == mirrortexturenum && r_mirroralpha.value != 1.0)
+ {
+ R_MirrorChain (s);
+ continue;
+ }
+ else
+ {
+ if ((s->flags & SURF_DRAWTURB) && r_wateralpha.value != 1.0)
+ continue; // draw translucent water later
+ for ( ; s ; s=s->texturechain)
+ R_RenderBrushPoly (s);
+ }
+
+ t->texturechain = NULL;
+ }
+}
+
+/*
+=================
+R_DrawBrushModel
+=================
+*/
+void R_DrawBrushModel (entity_t *e)
+{
+ int j, k;
+ vec3_t mins, maxs;
+ int i, numsurfaces;
+ msurface_t *psurf;
+ float dot;
+ mplane_t *pplane;
+ model_t *clmodel;
+ qboolean rotated;
+
+ currententity = e;
+ currenttexture = -1;
+
+ clmodel = e->model;
+
+ if (e->angles[0] || e->angles[1] || e->angles[2])
+ {
+ rotated = true;
+ for (i=0 ; i<3 ; i++)
+ {
+ mins[i] = e->origin[i] - clmodel->radius;
+ maxs[i] = e->origin[i] + clmodel->radius;
+ }
+ }
+ else
+ {
+ rotated = false;
+ VectorAdd (e->origin, clmodel->mins, mins);
+ VectorAdd (e->origin, clmodel->maxs, maxs);
+ }
+
+ if (R_CullBox (mins, maxs))
+ return;
+
+ glColor3f (1,1,1);
+ memset (lightmap_polys, 0, sizeof(lightmap_polys));
+
+ VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
+ if (rotated)
+ {
+ vec3_t temp;
+ vec3_t forward, right, up;
+
+ VectorCopy (modelorg, temp);
+ AngleVectors (e->angles, forward, right, up);
+ modelorg[0] = DotProduct (temp, forward);
+ modelorg[1] = -DotProduct (temp, right);
+ modelorg[2] = DotProduct (temp, up);
+ }
+
+ psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
+
+// calculate dynamic lighting for bmodel if it's not an
+// instanced model
+ if (clmodel->firstmodelsurface != 0 && !gl_flashblend.value)
+ {
+ for (k=0 ; k<MAX_DLIGHTS ; k++)
+ {
+ if ((cl_dlights[k].die < cl.time) ||
+ (!cl_dlights[k].radius))
+ continue;
+
+ R_MarkLights (&cl_dlights[k], 1<<k,
+ clmodel->nodes + clmodel->hulls[0].firstclipnode);
+ }
+ }
+
+ glPushMatrix ();
+e->angles[0] = -e->angles[0]; // stupid quake bug
+ R_RotateForEntity (e);
+e->angles[0] = -e->angles[0]; // stupid quake bug
+
+ //
+ // draw texture
+ //
+ for (i=0 ; i<clmodel->nummodelsurfaces ; i++, psurf++)
+ {
+ // find which side of the node we are on
+ pplane = psurf->plane;
+
+ dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
+
+ // draw the polygon
+ if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
+ (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+ {
+ if (gl_texsort.value)
+ R_RenderBrushPoly (psurf);
+ else
+ R_DrawSequentialPoly (psurf);
+ }
+ }
+
+ R_BlendLightmaps ();
+
+ glPopMatrix ();
+}
+
+/*
+=============================================================
+
+ WORLD MODEL
+
+=============================================================
+*/
+
+/*
+================
+R_RecursiveWorldNode
+================
+*/
+void R_RecursiveWorldNode (mnode_t *node)
+{
+ int i, c, side, *pindex;
+ vec3_t acceptpt, rejectpt;
+ mplane_t *plane;
+ msurface_t *surf, **mark;
+ mleaf_t *pleaf;
+ double d, dot;
+ vec3_t mins, maxs;
+
+ if (node->contents == CONTENTS_SOLID)
+ return; // solid
+
+ if (node->visframe != r_visframecount)
+ return;
+ if (R_CullBox (node->minmaxs, node->minmaxs+3))
+ return;
+
+// if a leaf node, draw stuff
+ if (node->contents < 0)
+ {
+ pleaf = (mleaf_t *)node;
+
+ mark = pleaf->firstmarksurface;
+ c = pleaf->nummarksurfaces;
+
+ if (c)
+ {
+ do
+ {
+ (*mark)->visframe = r_framecount;
+ mark++;
+ } while (--c);
+ }
+
+ // deal with model fragments in this leaf
+ if (pleaf->efrags)
+ R_StoreEfrags (&pleaf->efrags);
+
+ 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
+ R_RecursiveWorldNode (node->children[side]);
+
+// 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;
+
+ // don't backface underwater surfaces, because they warp
+ if ( !(surf->flags & SURF_UNDERWATER) && ( (dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) )
+ continue; // wrong side
+
+ // if sorting by texture, just store it out
+ if (gl_texsort.value)
+ {
+ if (!mirror
+ || surf->texinfo->texture != cl.worldmodel->textures[mirrortexturenum])
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ } else if (surf->flags & SURF_DRAWSKY) {
+ surf->texturechain = skychain;
+ skychain = surf;
+ } else if (surf->flags & SURF_DRAWTURB) {
+ surf->texturechain = waterchain;
+ waterchain = surf;
+ } else
+ R_DrawSequentialPoly (surf);
+
+ }
+ }
+
+ }
+
+// recurse down the back side
+ R_RecursiveWorldNode (node->children[!side]);
+}
+
+
+
+/*
+=============
+R_DrawWorld
+=============
+*/
+void R_DrawWorld (void)
+{
+ entity_t ent;
+ int i;
+
+ memset (&ent, 0, sizeof(ent));
+ ent.model = cl.worldmodel;
+
+ VectorCopy (r_refdef.vieworg, modelorg);
+
+ currententity = &ent;
+ currenttexture = -1;
+
+ glColor3f (1,1,1);
+ memset (lightmap_polys, 0, sizeof(lightmap_polys));
+#ifdef QUAKE2
+ R_ClearSkyBox ();
+#endif
+
+ R_RecursiveWorldNode (cl.worldmodel->nodes);
+
+ DrawTextureChains ();
+
+ R_BlendLightmaps ();
+
+#ifdef QUAKE2
+ R_DrawSkyBox ();
+#endif
+}
+
+
+/*
+===============
+R_MarkLeaves
+===============
+*/
+void R_MarkLeaves (void)
+{
+ byte *vis;
+ mnode_t *node;
+ int i;
+ byte solid[4096];
+
+ if (r_oldviewleaf == r_viewleaf && !r_novis.value)
+ return;
+
+ if (mirror)
+ return;
+
+ r_visframecount++;
+ r_oldviewleaf = r_viewleaf;
+
+ if (r_novis.value)
+ {
+ vis = solid;
+ memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3);
+ }
+ else
+ vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+
+ for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ {
+ if (vis[i>>3] & (1<<(i&7)))
+ {
+ node = (mnode_t *)&cl.worldmodel->leafs[i+1];
+ do
+ {
+ if (node->visframe == r_visframecount)
+ break;
+ node->visframe = r_visframecount;
+ node = node->parent;
+ } while (node);
+ }
+ }
+}
+
+
+
+/*
+=============================================================================
+
+ LIGHTMAP ALLOCATION
+
+=============================================================================
+*/
+
+// returns a texture number and the position inside it
+int AllocBlock (int w, int h, int *x, int *y)
+{
+ int i, j;
+ int best, best2;
+ int bestx;
+ int texnum;
+
+ for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+ {
+ best = BLOCK_HEIGHT;
+
+ for (i=0 ; i<BLOCK_WIDTH-w ; i++)
+ {
+ best2 = 0;
+
+ for (j=0 ; j<w ; j++)
+ {
+ if (allocated[texnum][i+j] >= best)
+ break;
+ if (allocated[texnum][i+j] > best2)
+ best2 = allocated[texnum][i+j];
+ }
+ if (j == w)
+ { // this is a valid spot
+ *x = i;
+ *y = best = best2;
+ }
+ }
+
+ if (best + h > BLOCK_HEIGHT)
+ continue;
+
+ for (i=0 ; i<w ; i++)
+ allocated[texnum][*x + i] = best + h;
+
+ return texnum;
+ }
+
+ Sys_Error ("AllocBlock: full");
+}
+
+
+mvertex_t *r_pcurrentvertbase;
+model_t *currentmodel;
+
+int nColinElim;
+
+/*
+================
+BuildSurfaceDisplayList
+================
+*/
+void BuildSurfaceDisplayList (msurface_t *fa)
+{
+ int i, lindex, lnumverts, s_axis, t_axis;
+ float dist, lastdist, lzi, scale, u, v, frac;
+ unsigned mask;
+ vec3_t local, transformed;
+ medge_t *pedges, *r_pedge;
+ mplane_t *pplane;
+ int vertpage, newverts, newpage, lastvert;
+ qboolean visible;
+ float *vec;
+ float s, t;
+ glpoly_t *poly;
+
+// reconstruct the polygon
+ pedges = currentmodel->edges;
+ lnumverts = fa->numedges;
+ vertpage = 0;
+
+ //
+ // draw texture
+ //
+ poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+ poly->next = fa->polys;
+ poly->flags = fa->flags;
+ fa->polys = poly;
+ poly->numverts = lnumverts;
+
+ for (i=0 ; i<lnumverts ; i++)
+ {
+ lindex = currentmodel->surfedges[fa->firstedge + i];
+
+ if (lindex > 0)
+ {
+ r_pedge = &pedges[lindex];
+ vec = r_pcurrentvertbase[r_pedge->v[0]].position;
+ }
+ else
+ {
+ r_pedge = &pedges[-lindex];
+ vec = r_pcurrentvertbase[r_pedge->v[1]].position;
+ }
+ s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
+ s /= fa->texinfo->texture->width;
+
+ t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
+ t /= fa->texinfo->texture->height;
+
+ VectorCopy (vec, poly->verts[i]);
+ poly->verts[i][3] = s;
+ poly->verts[i][4] = t;
+
+ //
+ // lightmap texture coordinates
+ //
+ s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
+ s -= fa->texturemins[0];
+ s += fa->light_s*16;
+ s += 8;
+ s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
+
+ t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
+ t -= fa->texturemins[1];
+ t += fa->light_t*16;
+ t += 8;
+ t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
+
+ poly->verts[i][5] = s;
+ poly->verts[i][6] = t;
+ }
+
+ //
+ // remove co-linear points - Ed
+ //
+ if (!gl_keeptjunctions.value && !(fa->flags & SURF_UNDERWATER) )
+ {
+ for (i = 0 ; i < lnumverts ; ++i)
+ {
+ vec3_t v1, v2;
+ float *prev, *this, *next;
+ float f;
+
+ prev = poly->verts[(i + lnumverts - 1) % lnumverts];
+ this = poly->verts[i];
+ next = poly->verts[(i + 1) % lnumverts];
+
+ VectorSubtract( this, prev, v1 );
+ VectorNormalize( v1 );
+ VectorSubtract( next, prev, v2 );
+ VectorNormalize( v2 );
+
+ // skip co-linear points
+ #define COLINEAR_EPSILON 0.001
+ if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
+ (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
+ (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+ {
+ int j;
+ for (j = i + 1; j < lnumverts; ++j)
+ {
+ int k;
+ for (k = 0; k < VERTEXSIZE; ++k)
+ poly->verts[j - 1][k] = poly->verts[j][k];
+ }
+ --lnumverts;
+ ++nColinElim;
+ // retry next vertex next time, which is now current vertex
+ --i;
+ }
+ }
+ }
+ poly->numverts = lnumverts;
+
+}
+
+/*
+========================
+GL_CreateSurfaceLightmap
+========================
+*/
+void GL_CreateSurfaceLightmap (msurface_t *surf)
+{
+ int smax, tmax, s, t, l, i;
+ byte *base;
+
+ if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
+ return;
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+
+ surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
+ base = lightmaps + surf->lightmaptexturenum*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
+ base += (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes;
+ R_BuildLightMap (surf, base, BLOCK_WIDTH*lightmap_bytes);
+}
+
+
+/*
+==================
+GL_BuildLightmaps
+
+Builds the lightmap texture
+with all the surfaces from all brush models
+==================
+*/
+void GL_BuildLightmaps (void)
+{
+ int i, j;
+ model_t *m;
+ extern qboolean isPermedia;
+
+ memset (allocated, 0, sizeof(allocated));
+
+ r_framecount = 1; // no dlightcache
+
+ if (!lightmap_textures)
+ {
+ lightmap_textures = texture_extension_number;
+ texture_extension_number += MAX_LIGHTMAPS;
+ }
+
+ gl_lightmap_format = GL_LUMINANCE;
+ // default differently on the Permedia
+ if (isPermedia)
+ gl_lightmap_format = GL_RGBA;
+
+ if (COM_CheckParm ("-lm_1"))
+ gl_lightmap_format = GL_LUMINANCE;
+ if (COM_CheckParm ("-lm_a"))
+ gl_lightmap_format = GL_ALPHA;
+ if (COM_CheckParm ("-lm_i"))
+ gl_lightmap_format = GL_INTENSITY;
+ if (COM_CheckParm ("-lm_2"))
+ gl_lightmap_format = GL_RGBA4;
+ if (COM_CheckParm ("-lm_4"))
+ gl_lightmap_format = GL_RGBA;
+
+ switch (gl_lightmap_format)
+ {
+ case GL_RGBA:
+ lightmap_bytes = 4;
+ break;
+ case GL_RGBA4:
+ lightmap_bytes = 2;
+ break;
+ case GL_LUMINANCE:
+ case GL_INTENSITY:
+ case GL_ALPHA:
+ lightmap_bytes = 1;
+ break;
+ }
+
+ for (j=1 ; j<MAX_MODELS ; j++)
+ {
+ m = cl.model_precache[j];
+ if (!m)
+ break;
+ if (m->name[0] == '*')
+ continue;
+ r_pcurrentvertbase = m->vertexes;
+ currentmodel = m;
+ for (i=0 ; i<m->numsurfaces ; i++)
+ {
+ GL_CreateSurfaceLightmap (m->surfaces + i);
+ if ( m->surfaces[i].flags & SURF_DRAWTURB )
+ continue;
+#ifndef QUAKE2
+ if ( m->surfaces[i].flags & SURF_DRAWSKY )
+ continue;
+#endif
+ BuildSurfaceDisplayList (m->surfaces + i);
+ }
+ }
+
+ if (!gl_texsort.value)
+ GL_SelectTexture(TEXTURE1_SGIS);
+
+ //
+ // upload all lightmaps that were filled
+ //
+ for (i=0 ; i<MAX_LIGHTMAPS ; i++)
+ {
+ if (!allocated[i][0])
+ break; // no more used
+ lightmap_modified[i] = false;
+ lightmap_rectchange[i].l = BLOCK_WIDTH;
+ lightmap_rectchange[i].t = BLOCK_HEIGHT;
+ lightmap_rectchange[i].w = 0;
+ lightmap_rectchange[i].h = 0;
+ GL_Bind(lightmap_textures + i);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
+ , BLOCK_WIDTH, BLOCK_HEIGHT, 0,
+ gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
+ }
+
+ if (!gl_texsort.value)
+ GL_SelectTexture(TEXTURE0_SGIS);
+
+}
+