X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=5257863db4e9870e369b5d6035b8f0c538951087;hb=8b0fbc64175362acf3ea872029a423012b76a4f8;hp=95d489efd80d7a8492c5b2a99176e4a4da1b09ec;hpb=59a48380a9f57b995d90772d5b6ecb896892bc26;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 95d489ef..5257863d 100644 --- a/model_shared.c +++ b/model_shared.c @@ -200,9 +200,9 @@ void Mod_UnloadModel (dp_model_t *mod) used = mod->used; if (mod->mempool) { - if (mod->surfmesh.vertexpositionbuffer) - R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer); - mod->surfmesh.vertexpositionbuffer = NULL; + if (mod->surfmesh.vertex3fbuffer) + R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer); + mod->surfmesh.vertex3fbuffer = NULL; if (mod->surfmesh.vertexmeshbuffer) R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer); mod->surfmesh.vertexmeshbuffer = NULL; @@ -1195,8 +1195,8 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool) return; // build r_vertexmesh_t array - // (compressed interleaved array for faster rendering) - if (!mesh->vertexmesh && mesh->texcoord2f) + // (compressed interleaved array for D3D) + if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays) { int vertexindex; int numvertices = mesh->numverts; @@ -1212,24 +1212,13 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool) } } - // build r_vertexposition_t array - if (!mesh->vertexposition) - { - int vertexindex; - int numvertices = mesh->numverts; - r_vertexposition_t *vertexposition; - mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition)); - for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++) - VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f); - } - // upload r_vertexmesh_t array as a buffer if (mesh->vertexmesh && !mesh->vertexmeshbuffer) mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false); - // upload r_vertexposition_t array as a buffer - if (mesh->vertexposition && !mesh->vertexpositionbuffer) - mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false); + // upload vertex3f array as a buffer + if (mesh->vertex3f && !mesh->vertex3fbuffer) + mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false); // upload short indices as a buffer if (mesh->element3s && !mesh->element3s_indexbuffer) @@ -1244,7 +1233,7 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool) // is this wise? the texcoordtexture2f array is used with dynamic // vertex/svector/tvector/normal when rendering animated models, on the // other hand animated models don't use a lot of vertices anyway... - if (!mesh->vbo_vertexbuffer) + if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays) { size_t size; unsigned char *mem; @@ -1349,8 +1338,8 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) shadowmesh_t *nextmesh; for (;mesh;mesh = nextmesh) { - if (mesh->vertexpositionbuffer) - R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer); + if (mesh->vertex3fbuffer) + R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer); if (mesh->vertexmeshbuffer) R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer); if (mesh->element3i_indexbuffer) @@ -1616,6 +1605,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader) memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t)); } +extern cvar_t mod_noshader_default_offsetmapping; extern cvar_t mod_q3shader_default_offsetmapping; extern cvar_t mod_q3shader_default_polygonoffset; extern cvar_t mod_q3shader_default_polygonfactor; @@ -2083,6 +2073,8 @@ void Mod_LoadQ3Shaders(void) shader.dpshadow = true; else if (!strcasecmp(parameter[0], "dpnoshadow")) shader.dpnoshadow = true; + else if (!strcasecmp(parameter[0], "dpnortlight")) + shader.dpnortlight = true; else if (!strcasecmp(parameter[0], "dpreflectcube")) strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube)); else if (!strcasecmp(parameter[0], "dpmeshcollisions")) @@ -2292,7 +2284,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool if(defaulttexflags & TEXF_ISSPRITE) texflagsor |= TEXF_ISSPRITE; // unless later loaded from the shader - texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF; + texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF; texture->offsetscale = 1; texture->specularscalemod = 1; texture->specularpowermod = 1; @@ -2430,6 +2422,8 @@ nothing GL_ZERO GL_ONE texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW; if (shader->dpnoshadow) texture->basematerialflags |= MATERIALFLAG_NOSHADOW; + if (shader->dpnortlight) + texture->basematerialflags |= MATERIALFLAG_NORTLIGHT; memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms)); texture->reflectmin = shader->reflectmin; texture->reflectmax = shader->reflectmax; @@ -2794,8 +2788,8 @@ void Mod_BuildVBOs(void) } // build r_vertexmesh_t array - // (compressed interleaved array for faster rendering) - if (!loadmodel->surfmesh.vertexmesh) + // (compressed interleaved array for D3D) + if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays) { int vertexindex; int numvertices = loadmodel->surfmesh.num_vertices; @@ -2808,31 +2802,20 @@ void Mod_BuildVBOs(void) VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f); VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f); if (loadmodel->surfmesh.data_lightmapcolor4f) - Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub); + Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f); Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f); if (loadmodel->surfmesh.data_texcoordlightmap2f) Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f); } } - // build r_vertexposition_t array - if (!loadmodel->surfmesh.vertexposition) - { - int vertexindex; - int numvertices = loadmodel->surfmesh.num_vertices; - r_vertexposition_t *vertexposition; - loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition)); - for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++) - VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f); - } - // upload r_vertexmesh_t array as a buffer if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer) loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false); - // upload r_vertexposition_t array as a buffer - if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer) - loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false); + // upload vertex3f array as a buffer + if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer) + loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false); // upload short indices as a buffer if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer) @@ -2848,7 +2831,7 @@ void Mod_BuildVBOs(void) // is this wise? the texcoordtexture2f array is used with dynamic // vertex/svector/tvector/normal when rendering animated models, on the // other hand animated models don't use a lot of vertices anyway... - if (!loadmodel->surfmesh.vbo_vertexbuffer) + if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays) { size_t size; unsigned char *mem; @@ -3450,8 +3433,8 @@ static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos continue; lightiradius = 1.0f / lightradius; dist = sqrt(dist2) * lightiradius; - intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; - if (intensity <= 0) + intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); + if (intensity <= 0.0f) continue; if (model && model->TraceLine) { @@ -3835,15 +3818,12 @@ static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model) if (model->surfmesh.num_vertices > 65536) model->surfmesh.data_element3s = NULL; - if (model->surfmesh.vertexposition) - Mem_Free(model->surfmesh.vertexposition); - model->surfmesh.vertexposition = NULL; if (model->surfmesh.vertexmesh) Mem_Free(model->surfmesh.vertexmesh); model->surfmesh.vertexmesh = NULL; - if (model->surfmesh.vertexpositionbuffer) - R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer); - model->surfmesh.vertexpositionbuffer = NULL; + if (model->surfmesh.vertex3fbuffer) + R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer); + model->surfmesh.vertex3fbuffer = NULL; if (model->surfmesh.vertexmeshbuffer) R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer); model->surfmesh.vertexmeshbuffer = NULL;