#include "quakedef.h"
#include "r_shadow.h"
#include "portals.h"
+#include "csprogs.h"
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)"};
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
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, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
+ R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
R_DrawModelSurfaces(ent, true, true, false, false, false);
}
-extern void R_Water_AddWaterPlane(msurface_t *surface);
+extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
- int i, j, flagsmask;
+ int i, j, n, flagsmask;
dp_model_t *model = ent->model;
msurface_t *surfaces;
if (model == NULL)
RSurf_ActiveModelEntity(ent, false, false, false);
surfaces = model->data_surfaces;
- flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION;
+ flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
// add visible surfaces to draw list
if (ent == r_refdef.scene.worldentity)
j = model->sortedmodelsurfaces[i];
if (r_refdef.viewcache.world_surfacevisible[j])
if (surfaces[j].texture->basematerialflags & flagsmask)
- R_Water_AddWaterPlane(surfaces + j);
+ R_Water_AddWaterPlane(surfaces + j, 0);
}
}
else
{
+ if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
+ n = ent->entitynumber;
+ else
+ n = 0;
for (i = 0;i < model->nummodelsurfaces;i++)
{
j = model->sortedmodelsurfaces[i];
if (surfaces[j].texture->basematerialflags & flagsmask)
- R_Water_AddWaterPlane(surfaces + j);
+ R_Water_AddWaterPlane(surfaces + j, n);
}
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
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)
if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
return;
leaf = (mleaf_t *)node;
+ if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ return;
if (info->svbsp_active)
{
int i;
mportal_t *portal;
- static double points[128][3];
+ static float points[128][3];
for (portal = leaf->portals;portal;portal = portal->next)
{
for (i = 0;i < portal->numpoints;i++)
if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
break;
}
- if (portal == NULL)
+ if (leaf->portals && portal == NULL)
return; // no portals of this leaf visible
}
- else
+ if (info->svbsp_insertoccluder)
{
- if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
- return;
- }
- // inserting occluders does not alter the leaf info
- if (!info->svbsp_insertoccluder)
- {
- info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
- info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
- info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
- info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
- info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
- info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
- if (info->outleafpvs)
+ int leafsurfaceindex;
+ int surfaceindex;
+ int triangleindex, t;
+ int currentmaterialflags;
+ qboolean castshadow;
+ msurface_t *surface;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
- int leafindex = leaf - info->model->brush.data_leafs;
- if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+ surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
- SETPVSBIT(info->outleafpvs, leafindex);
- info->outleaflist[info->outnumleafs++] = leafindex;
+ surface = info->model->data_surfaces + surfaceindex;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ if (castshadow && BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ {
+ qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ }
+ }
}
}
+ return;
+ }
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+ if (info->outleafpvs)
+ {
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+ {
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
+ }
}
if (info->outsurfacepvs)
{
int surfaceindex;
int triangleindex, t;
int currentmaterialflags;
+ qboolean castshadow;
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];
{
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 || !(currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
{
qboolean addedtris = false;
qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
{
- if (info->svbsp_insertoccluder)
+ if (info->svbsp_active)
{
- if (currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
continue;
- VectorCopy(v[0], v2[0]);
- VectorCopy(v[1], v2[1]);
- VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
+ }
+ if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (castshadow)
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+#if 0
+ else if (r_shadow_frontsidecasting.integer)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
continue;
+ SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
+ if (castshadow)
+ SETPVSBIT(info->outshadowtrispvs, t);
}
+#endif
else
{
- if (info->svbsp_active)
- {
- VectorCopy(v[0], v2[0]);
- VectorCopy(v[1], v2[1]);
- VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
- continue;
- }
- if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
- {
- // if the material is double sided we
- // can't cull by direction
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- else if (r_shadow_frontsidecasting.integer)
- {
- // front side casting occludes backfaces,
- // so they are completely useless as both
- // casters and lit polygons
- if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
- continue;
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- else
- {
- // back side casting does not occlude
- // anything so we can't cull lit polygons
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (castshadow && !PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
}
}
}
{
if (use_svbsp)
{
- double origin[3];
+ float origin[3];
VectorCopy(info->relativelightorigin, origin);
if (!r_svbsp.nodes)
{
break;
}
// now clear the surfacepvs array because we need to redo it
- memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
- info->outnumsurfaces = 0;
+ //memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+ //info->outnumsurfaces = 0;
}
else
info->svbsp_active = false;
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);
}
}
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_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, 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, ent->mins, ent->maxs);
+ R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, 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);
r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
}
+#define RSURF_MAX_BATCHSURFACES 8192
+
+static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+
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;
+ const msurface_t *surface;
+ int modelsurfacelistindex, batchnumsurfaces;
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
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])))
+ batchsurfacelist[0] = surface;
+ batchnumsurfaces = 1;
+ while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
continue;
- if (surface->texture != batch[0]->texture)
+ if (surface->texture != batchsurfacelist[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;
+ batchsurfacelist[batchnumsurfaces++] = 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);
- GL_LockArrays(0, 0);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, batchnumsurfaces, batchsurfacelist);
+ R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+ RSurf_DrawBatch();
}
}
int i, j, endsurface;
texture_t *t;
const msurface_t *surface;
- // note: in practice this never actually receives batches), oh well
+ // note: in practice this never actually receives batches
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(rtlight);
R_Shadow_RenderMode_Lighting(false, true, false);
surface = rsurface.modelsurfaces + surfacelist[j];
if (t != surface->texture)
break;
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- 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_RenderLighting(1, &surface);
}
}
R_Shadow_RenderMode_End();
}
-#define RSURF_MAX_BATCHSURFACES 8192
-
extern qboolean r_shadow_usingdeferredprepass;
void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
{
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;
+ int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
+ const msurface_t **texturesurfacelist;
const int *element3i;
- static msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
- static int batchelements[BATCHSIZE*3];
texture_t *tex;
CHECKGLERROR
element3i = rsurface.modelelement3i;
// now figure out what to do with this particular range of surfaces
if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
continue;
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
}
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++)
- {
- if (lighttrispvs && r_test.integer)
- {
- if (!CHECKPVSBIT(lighttrispvs, m))
- {
- usebufferobject = false;
- continue;
- }
- }
- if (batchnumtriangles >= BATCHSIZE)
- {
- 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);
- 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);
- }
+ texturenumsurfaces = kend - k;
+ texturesurfacelist = batchsurfacelist + k;
+ R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
}
}
}
skinframe_t *skinframe;
if (!r_refdef.scene.worldmodel)
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("There is no worldmodel\n");
+ Con_Printf("There is no worldmodel\n");
return;
}
m = r_refdef.scene.worldmodel;
}
if(!cl.islocalgame || !cl.worldmodel)
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Print("This command works only in singleplayer\n");
+ Con_Print("This command works only in singleplayer\n");
return;
}
r = Cmd_Argv(1);
// t->skinframes[0] = skinframe;
t->currentskinframe = skinframe;
t->currentskinframe = skinframe;
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("%s replaced with %s\n", r, newt);
+ Con_Printf("%s replaced with %s\n", r, newt);
}
else
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("%s was not found\n", newt);
+ Con_Printf("%s was not found\n", newt);
return;
}
}