#include "r_shadow.h"
#include "portals.h"
-#define MAX_LIGHTMAP_SIZE 256
-
cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
-cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
/*
int smax, tmax, i, size, size3, maps, l;
int *bl, scale;
unsigned char *lightmap, *out, *stain;
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
int *intblocklights;
unsigned char *templight;
cl.buildlightmapmemorysize = size*sizeof(int[3]);
if (cl.buildlightmapmemory)
Mem_Free(cl.buildlightmapmemory);
- cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
+ cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
}
// these both point at the same buffer, templight is only used for final
templight = (unsigned char *)cl.buildlightmapmemory;
// update cached lighting info
- surface->cached_dlight = 0;
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
lightmap = surface->lightmapinfo->samples;
// scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
// be doubled during rendering to achieve 2x overbright
// (0 = 0.0, 128 = 1.0, 256 = 2.0)
- for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
+ if (stain)
+ {
+ for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
+ {
+ l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
+ l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
+ l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
+ out[3] = 255;
+ }
+ }
+ else
{
- l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
- l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
- l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
- out[3] = 255;
+ for (i = 0;i < size;i++, bl += 3, out += 4)
+ {
+ l = bl[0] >> 8;out[2] = min(l, 255);
+ l = bl[1] >> 8;out[1] = min(l, 255);
+ l = bl[2] >> 8;out[0] = min(l, 255);
+ out[3] = 255;
+ }
}
R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
}
}
-void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surface, *endsurface;
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
i = (int)(s * s + t * t + dist2);
- if (i > maxdist)
+ if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
continue;
// reduce calculations
}
// force lightmap upload
if (stained)
- surface->cached_dlight = true;
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
}
}
int n;
float fcolor[8];
entity_render_t *ent;
- model_t *model;
+ dp_model_t *model;
vec3_t org;
if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
return;
// called with a batch, so numsurfaces is always 1, and the surfacelist
// contains only a leaf number for coloring purposes
const mportal_t *portal = (mportal_t *)ent;
+ qboolean isvis;
int i, numpoints;
float *v;
float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+
+ isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
- i = surfacelist[0];
+ i = surfacelist[0] >> 1;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
- 0.125f);
+ isvis ? 0.125f : 0.03125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
- R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
int i, leafnum;
mportal_t *portal;
float center[3], f;
- model_t *model = r_refdef.scene.worldmodel;
+ dp_model_t *model = r_refdef.scene.worldmodel;
if (model == NULL)
return;
for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
int i, j, *mark;
mleaf_t *leaf;
mleaf_t *viewleaf;
- model_t *model = r_refdef.scene.worldmodel;
+ dp_model_t *model = r_refdef.scene.worldmodel;
if (!model)
return;
viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
// if possible fetch the visible cluster bits
if (!r_lockpvs.integer && model->brush.FatPVS)
- model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
+ model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
if (!r_lockvisibility.integer)
{
}
}
}
- // if the user prefers to disable portal culling (testing?), simply
- // use all on-screen leafs that are in the pvs.
- else if (!r_useportalculling.integer)
+ // just check if each leaf in the PVS is on screen
+ // (unless portal culling is enabled)
+ else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
{
// pvs method:
// simply check if each leaf is in the Potentially Visible Set,
}
}
}
- // otherwise use a recursive portal flow, culling each portal to
+ // if desired use a recursive portal flow, culling each portal to
// frustum and checking if the leaf the portal leads to is in the pvs
else
{
R_DrawModelSurfaces(ent, true, true, false, false, false);
}
+extern void R_Water_AddWaterPlane(msurface_t *surface);
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
- model_t *model = ent->model;
+ int i, j, flagsmask;
+ dp_model_t *model = ent->model;
+ msurface_t *surfaces;
if (model == NULL)
return;
+
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, false, true, false);
+ RSurf_ActiveWorldEntity();
else
- R_DrawModelSurfaces(ent, false, false, false, true, false);
+ RSurf_ActiveModelEntity(ent, false, false, false);
+
+ surfaces = model->data_surfaces;
+ flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION;
+
+ // add visible surfaces to draw list
+ if (ent == r_refdef.scene.worldentity)
+ {
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ j = model->sortedmodelsurfaces[i];
+ if (r_refdef.viewcache.world_surfacevisible[j])
+ if (surfaces[j].texture->basematerialflags & flagsmask)
+ R_Water_AddWaterPlane(surfaces + j);
+ }
+ }
+ else
+ {
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ j = model->sortedmodelsurfaces[i];
+ if (surfaces[j].texture->basematerialflags & flagsmask)
+ R_Water_AddWaterPlane(surfaces + j);
+ }
+ }
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Q1BSP_Draw(entity_render_t *ent)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
if (model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
void R_Q1BSP_DrawDepth(entity_render_t *ent)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
if (model == NULL)
return;
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupShader_DepthOrShadow();
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else
R_DrawModelSurfaces(ent, false, false, true, false, false);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
}
void R_Q1BSP_DrawDebug(entity_render_t *ent)
if (ent->model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, false, false, true);
+ R_DrawWorldSurfaces(false, false, false, true, false);
+ else
+ R_DrawModelSurfaces(ent, false, false, false, true, false);
+}
+
+void R_Q1BSP_DrawPrepass(entity_render_t *ent)
+{
+ dp_model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, true, false, false, true);
else
- R_DrawModelSurfaces(ent, false, false, false, false, true);
+ R_DrawModelSurfaces(ent, false, true, false, false, true);
}
typedef struct r_q1bsp_getlightinfo_s
{
- model_t *model;
+ dp_model_t *model;
vec3_t relativelightorigin;
float lightradius;
int *outleaflist;
unsigned char *outleafpvs;
int outnumleafs;
+ unsigned char *visitingleafpvs;
int *outsurfacelist;
unsigned char *outsurfacepvs;
unsigned char *tempsurfacepvs;
const unsigned char *pvs;
qboolean svbsp_active;
qboolean svbsp_insertoccluder;
+ int numfrustumplanes;
+ const mplane_t *frustumplanes;
}
r_q1bsp_getlightinfo_t;
-void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
{
int sides;
mleaf_t *leaf;
// return;
if (!plane)
break;
- //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+ //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
// return;
if (plane->type < 3)
{
node = node->children[sides - 1];
}
}
- if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
return;
leaf = (mleaf_t *)node;
if (info->svbsp_active)
{
int i;
mportal_t *portal;
- double points[128][3];
+ static float points[128][3];
for (portal = leaf->portals;portal;portal = portal->next)
{
for (i = 0;i < portal->numpoints;i++)
int leafsurfaceindex;
int surfaceindex;
int triangleindex, t;
+ int currentmaterialflags;
msurface_t *surface;
const int *e;
const vec_t *v[3];
- double v2[3][3];
+ float v2[3][3];
for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
surface = info->model->data_surfaces + surfaceindex;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
- && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+ && (!info->svbsp_insertoccluder || !(currentmaterialflags & MATERIALFLAG_NOSHADOW)))
{
qboolean addedtris = false;
qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
{
if (info->svbsp_insertoccluder)
{
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
- continue;
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
VectorCopy(v[0], v2[0]);
VectorCopy(v[1], v2[1]);
if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
continue;
}
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
{
// if the material is double sided we
// can't cull by direction
SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
SETPVSBIT(info->outshadowtrispvs, t);
}
else if (r_shadow_frontsidecasting.integer)
continue;
SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
SETPVSBIT(info->outshadowtrispvs, t);
}
else
// anything so we can't cull lit polygons
SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
- if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(currentmaterialflags & MATERIALFLAG_NOSHADOW))
SETPVSBIT(info->outshadowtrispvs, t);
}
}
}
}
-void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
{
if (use_svbsp)
{
- double origin[3];
+ float origin[3];
VectorCopy(info->relativelightorigin, origin);
if (!r_svbsp.nodes)
{
r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
- r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
}
info->svbsp_active = true;
info->svbsp_insertoccluder = true;
break;
Mem_Free(r_svbsp.nodes);
r_svbsp.maxnodes *= 2;
- r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
}
else
break;
info->svbsp_insertoccluder = false;
R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
- if (developer.integer >= 100 && use_svbsp)
+ if (developer_extra.integer && use_svbsp)
{
- Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
- Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
- Con_Printf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
+ Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
+ Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
+ Con_DPrintf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
}
}
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.outleaflist = outleaflist;
info.outleafpvs = outleafpvs;
info.outnumleafs = 0;
+ info.visitingleafpvs = visitingleafpvs;
info.outsurfacelist = outsurfacelist;
info.outsurfacepvs = outsurfacepvs;
info.outshadowtrispvs = outshadowtrispvs;
info.outlighttrispvs = outlighttrispvs;
info.outnumsurfaces = 0;
+ info.numfrustumplanes = numfrustumplanes;
+ info.frustumplanes = frustumplanes;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
if (info.model->brush.shadowmesh)
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
info.pvs = NULL;
- R_UpdateAllTextureInfo(ent);
+ RSurf_ActiveWorldEntity();
- if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
+ if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
{
// use portal recursion for exact light volume culling, and exact surface checking
- Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
}
- else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
+ else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
{
// use portal recursion for exact light volume culling, but not the expensive exact surface checking
- Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
}
else
{
// optionally using svbsp for exact culling of compiled lights
// (or if the user enables dlight svbsp culling, which is mostly for
// debugging not actual use)
- R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
+ R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
}
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+
// limit combined leaf box to light boundaries
outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->data_surfaces + surfacelist[surfacelistindex];
- if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
+ if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+ r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
}
extern cvar_t r_polygonoffset_submodel_factor;
extern cvar_t r_polygonoffset_submodel_offset;
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
- model_t *model = ent->model;
- msurface_t *surface;
+ dp_model_t *model = ent->model;
+ const msurface_t *surface;
int modelsurfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
- R_UpdateAllTextureInfo(ent);
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
if (model->brush.shadowmesh)
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
}
else
{
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- rsurface.texture = surface->texture->currentframe;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
}
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
}
+void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
+{
+ dp_model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex;
+ int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
+ int i;
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
+ }
+ R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+ r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
+ for(i = 0;i<6;i++)
+ if(!sidetotals[i])
+ r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
+}
+
+void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
+{
+ dp_model_t *model = ent->model;
+ const msurface_t *surface, *batch[1024];
+ int modelsurfacelistindex, batchsize;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+ return;
+ // identify lit faces within the bounding box
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+ {
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
+ continue;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+ continue;
+ r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+ r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ batch[0] = surface;
+ batchsize = 1;
+ while(++modelsurfacelistindex < modelnumsurfaces && batchsize < (int)(sizeof(batch)/sizeof(batch[0])))
+ {
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
+ continue;
+ if (surface->texture != batch[0]->texture)
+ break;
+ if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+ continue;
+ r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+ r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ batch[batchsize++] = surface;
+ }
+ --modelsurfacelistindex;
+ GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
+ RSurf_PrepareVerticesForBatch(false, false, batchsize, batch);
+ RSurf_DrawBatch_Simple(batchsize, batch);
+ }
+}
+
#define BATCHSIZE 1024
static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i, j, endsurface;
texture_t *t;
- msurface_t *surface;
+ const msurface_t *surface;
// note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
- R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
- R_Shadow_RenderMode_Lighting(false, true);
+ R_Shadow_RenderMode_ActiveLight(rtlight);
+ R_Shadow_RenderMode_Lighting(false, true, false);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
surface = rsurface.modelsurfaces + surfacelist[i];
t = surface->texture;
- R_UpdateTextureInfo(ent, t);
- rsurface.texture = t->currentframe;
+ rsurface.texture = R_GetCurrentTexture(t);
endsurface = min(j + BATCHSIZE, numsurfaces);
for (j = i;j < endsurface;j++)
{
if (t != surface->texture)
break;
RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
}
}
R_Shadow_RenderMode_End();
#define RSURF_MAX_BATCHSURFACES 8192
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
+extern qboolean r_shadow_usingdeferredprepass;
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
{
- model_t *model = ent->model;
- msurface_t *surface;
+ dp_model_t *model = ent->model;
+ const msurface_t *surface;
int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
- qboolean usebufferobject, culltriangles;
+ qboolean usebufferobject;
const int *element3i;
- msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
- int batchelements[BATCHSIZE*3];
+ static msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+ static int batchelements[BATCHSIZE*3];
texture_t *tex;
CHECKGLERROR
- R_UpdateAllTextureInfo(ent);
- culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
element3i = rsurface.modelelement3i;
// this is a double loop because non-visible surface skipping has to be
// fast, and even if this is not the world model (and hence no visibility
{
surface = batchsurfacelist[k];
tex = surface->texture;
- rsurface.texture = tex->currentframe;
+ rsurface.texture = R_GetCurrentTexture(tex);
// gather surfaces into a batch range
for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
;
// now figure out what to do with this particular range of surfaces
- if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
+ if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+ continue;
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+ continue;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ vec3_t tempcenter, center;
+ for (l = k;l < kend;l++)
{
- vec3_t tempcenter, center;
- for (l = k;l < kend;l++)
- {
- surface = batchsurfacelist[l];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
- }
+ surface = batchsurfacelist[l];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
}
- else
+ continue;
+ }
+ if (r_shadow_usingdeferredprepass)
+ continue;
+ batchnumtriangles = 0;
+ batchfirsttriangle = surface->num_firsttriangle;
+ m = 0; // hush warning
+ for (l = k;l < kend;l++)
+ {
+ surface = batchsurfacelist[l];
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
{
- // use the bufferobject if all triangles are accepted
- usebufferobject = true;
- batchnumtriangles = 0;
- batchfirsttriangle = surface->num_firsttriangle;
- for (l = k;l < kend;l++)
+ if (lighttrispvs && r_test.integer)
{
- surface = batchsurfacelist[l];
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
+ if (!CHECKPVSBIT(lighttrispvs, m))
{
- if (trispvs)
- {
- if (!CHECKPVSBIT(trispvs, m))
- {
- usebufferobject = false;
- continue;
- }
- }
- else if (culltriangles)
- {
- if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
- {
- usebufferobject = false;
- continue;
- }
- }
- if (batchnumtriangles >= BATCHSIZE)
- {
- r_refdef.stats.lights_lighttriangles += batchnumtriangles;
- Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- if (usebufferobject && batchnumtriangles >= 100)
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
- else
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
- usebufferobject = true;
- batchnumtriangles = 0;
- batchfirsttriangle = m;
- }
- batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
- batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
- batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
- batchnumtriangles++;
+ usebufferobject = false;
+ continue;
}
}
- if (batchnumtriangles > 0)
+ if (batchnumtriangles >= BATCHSIZE)
{
r_refdef.stats.lights_lighttriangles += batchnumtriangles;
Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- if (usebufferobject && batchnumtriangles >= 100)
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
+ // use the element buffer if all triangles are consecutive
+ if (m == batchfirsttriangle + batchnumtriangles)
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
else
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
+ usebufferobject = true;
+ batchnumtriangles = 0;
+ batchfirsttriangle = m;
}
+ batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
+ batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
+ batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
+ batchnumtriangles++;
}
}
+ if (batchnumtriangles > 0)
+ {
+ r_refdef.stats.lights_lighttriangles += batchnumtriangles;
+ Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+ // use the element buffer if all triangles are consecutive
+ if (m == batchfirsttriangle + batchnumtriangles)
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
+ else
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
+ }
}
}
}
//Made by [515]
void R_ReplaceWorldTexture (void)
{
- model_t *m;
+ dp_model_t *m;
texture_t *t;
int i;
const char *r, *newt;
skinframe_t *skinframe;
if (!r_refdef.scene.worldmodel)
{
- Con_Printf("There is no worldmodel\n");
+ if (gamemode != GAME_BLOODOMNICIDE)
+ Con_Printf("There is no worldmodel\n");
return;
}
m = r_refdef.scene.worldmodel;
}
if(!cl.islocalgame || !cl.worldmodel)
{
- Con_Print("This command works only in singleplayer\n");
+ if (gamemode != GAME_BLOODOMNICIDE)
+ Con_Print("This command works only in singleplayer\n");
return;
}
r = Cmd_Argv(1);
{
if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
{
- if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
+ if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
{
// t->skinframes[0] = skinframe;
t->currentskinframe = skinframe;
t->currentskinframe = skinframe;
- Con_Printf("%s replaced with %s\n", r, newt);
+ if (gamemode != GAME_BLOODOMNICIDE)
+ Con_Printf("%s replaced with %s\n", r, newt);
}
else
{
- Con_Printf("%s was not found\n", newt);
+ if (gamemode != GAME_BLOODOMNICIDE)
+ Con_Printf("%s was not found\n", newt);
return;
}
}
//Made by [515]
void R_ListWorldTextures (void)
{
- model_t *m;
+ dp_model_t *m;
texture_t *t;
int i;
if (!r_refdef.scene.worldmodel)