From: havoc Date: Sat, 23 Feb 2013 11:08:31 +0000 (+0000) Subject: added entity caching stats in graph X-Git-Tag: xonotic-v0.7.0~50 X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;h=493b46ed1e2edf94e8bb8367f6ca072a2cb854a7;p=xonotic%2Fdarkplaces.git added entity caching stats in graph optimized logic for animcache and dynamic batching optimized r_shadows code which was often casting shadows from entities it did not animcache, and these entities didn't need to cast anyway, imposed an artificial limit of 1024 entities in r_shadows code... now exactly determines if models are animated at load (except iqm which is trusted), and the isanimated flag is not needed for animating a skeletal model with skeletonobject git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11901 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=16d359cbcdd3bc5a77c7d17895cd436fa7a58a5d --- diff --git a/cl_screen.c b/cl_screen.c index 0f227827..126f8284 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -878,6 +878,26 @@ const char *r_stat_name[r_stat_count] = "dynamic_surfaces_because_derived", "dynamic_vertices_because_derived", "dynamic_triangles_because_derived", + "entitycache_count", + "entitycache_surfaces", + "entitycache_vertices", + "entitycache_triangles", + "entityanimate_count", + "entityanimate_surfaces", + "entityanimate_vertices", + "entityanimate_triangles", + "entityskeletal_count", + "entityskeletal_surfaces", + "entityskeletal_vertices", + "entityskeletal_triangles", + "entitystatic_count", + "entitystatic_surfaces", + "entitystatic_vertices", + "entitystatic_triangles", + "entitycustom_count", + "entitycustom_surfaces", + "entitycustom_vertices", + "entitycustom_triangles", }; char r_speeds_timestring[4096]; diff --git a/client.h b/client.h index 5918b4e1..8380f7b0 100644 --- a/client.h +++ b/client.h @@ -163,6 +163,26 @@ typedef enum r_stat_e r_stat_batch_dynamic_surfaces_because_derived, r_stat_batch_dynamic_vertices_because_derived, r_stat_batch_dynamic_triangles_because_derived, + r_stat_batch_entitycache_count, + r_stat_batch_entitycache_surfaces, + r_stat_batch_entitycache_vertices, + r_stat_batch_entitycache_triangles, + r_stat_batch_entityanimate_count, + r_stat_batch_entityanimate_surfaces, + r_stat_batch_entityanimate_vertices, + r_stat_batch_entityanimate_triangles, + r_stat_batch_entityskeletal_count, + r_stat_batch_entityskeletal_surfaces, + r_stat_batch_entityskeletal_vertices, + r_stat_batch_entityskeletal_triangles, + r_stat_batch_entitystatic_count, + r_stat_batch_entitystatic_surfaces, + r_stat_batch_entitystatic_vertices, + r_stat_batch_entitystatic_triangles, + r_stat_batch_entitycustom_count, + r_stat_batch_entitycustom_surfaces, + r_stat_batch_entitycustom_vertices, + r_stat_batch_entitycustom_triangles, r_stat_count // size of array } r_stat_t; diff --git a/gl_rmain.c b/gl_rmain.c index 3b44beeb..789aa7d0 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -44,6 +44,7 @@ static qboolean r_loadgloss; qboolean r_loadfog; static qboolean r_loaddds; static qboolean r_savedds; +static qboolean r_gpuskeletal; // // screen size info @@ -4640,9 +4641,31 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool dp_model_t *model = ent->model; int numvertices; - // cache skeletal animation data first (primarily for gpu-skinning) - if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub) + // see if this ent is worth caching + if (!model || !model->Draw || !model->AnimateVertices) + return false; + // nothing to cache if it contains no animations and has no skeleton + if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms)) + return false; + // see if it is already cached for gpuskeletal + if (ent->animcache_skeletaltransform3x4) + return false; + // see if it is already cached as a mesh + if (ent->animcache_vertex3f) + { + // check if we need to add normals or tangents + if (ent->animcache_normal3f) + wantnormals = false; + if (ent->animcache_svector3f) + wanttangents = false; + if (!wantnormals && !wanttangents) + return false; + } + + // check which kind of cache we need to generate + if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub) { + // cache the skeleton so the vertex shader can use it int i; int blends; const skeleton_t *skeleton = ent->skeleton; @@ -4741,59 +4764,30 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool } } } - - // see if it's already cached this frame - if (ent->animcache_vertex3f) + else if (ent->animcache_vertex3f) { - // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc) + // mesh was already cached but we may need to add normals/tangents + // (this only happens with multiple views, reflections, cameras, etc) if (wantnormals || wanttangents) { - if (ent->animcache_normal3f) - wantnormals = false; - if (ent->animcache_svector3f) - wanttangents = false; - if (wantnormals || wanttangents) + numvertices = model->surfmesh.num_vertices; + if (wantnormals) + ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); + if (wanttangents) { - numvertices = model->surfmesh.num_vertices; - if (wantnormals) - ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); - if (wanttangents) - { - ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); - ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); - } - model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL); - R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); - r_refdef.stats[r_stat_animcache_shade_count] += 1; - r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices; - r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices); + ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); } + model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL); + R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); + r_refdef.stats[r_stat_animcache_shade_count] += 1; + r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices; + r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices); } } else { - // see if this ent is worth caching - if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices) - return false; - // skip entity if the shader backend has a cheaper way - if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer && !r_showsurfaces.integer) // FIXME add r_showsurfaces support to GLSL skeletal! - { - switch (vid.renderpath) - { - case RENDERPATH_GL20: - return false; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; - } - } - // get some memory for this entity and generate mesh data + // generate mesh cache numvertices = model->surfmesh.num_vertices; ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); if (wantnormals) @@ -6855,9 +6849,11 @@ void R_UpdateVariables(void) r_refdef.lightmapintensity = 0; } + r_gpuskeletal = false; switch(vid.renderpath) { case RENDERPATH_GL20: + r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal! case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: @@ -8382,6 +8378,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q { if (ent->animcache_vertex3f) { + r_refdef.stats[r_stat_batch_entitycache_count]++; + r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles; rsurface.modelvertex3f = ent->animcache_vertex3f; rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL; rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL; @@ -8392,6 +8392,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q } else if (wanttangents) { + r_refdef.stats[r_stat_batch_entityanimate_count]++; + r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles; rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); @@ -8403,6 +8407,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q } else if (wantnormals) { + r_refdef.stats[r_stat_batch_entityanimate_count]++; + r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles; rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; @@ -8414,6 +8422,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q } else { + r_refdef.stats[r_stat_batch_entityanimate_count]++; + r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles; rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; @@ -8435,6 +8447,20 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q } else { + if (rsurface.entityskeletaltransform3x4) + { + r_refdef.stats[r_stat_batch_entityskeletal_count]++; + r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles; + } + else + { + r_refdef.stats[r_stat_batch_entitystatic_count]++; + r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles; + } rsurface.modelvertex3f = model->surfmesh.data_vertex3f; rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; @@ -8559,6 +8585,10 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.basepolygonoffset = r_refdef.polygonoffset; rsurface.entityskeletaltransform3x4 = NULL; rsurface.entityskeletalnumtransforms = 0; + r_refdef.stats[r_stat_batch_entitycustom_count]++; + r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1; + r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices; + r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles; if (wanttangents) { rsurface.modelvertex3f = (float *)vertex3f; @@ -8985,7 +9015,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // when the model data has no vertex buffer (dynamic mesh), we need to // eliminate gaps - if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer) + if (vid.useinterleavedarrays && !rsurface.modelvertexmeshbuffer) batchneed |= BATCHNEED_NOGAPS; // the caller can specify BATCHNEED_NOGAPS to force a batch with diff --git a/model_alias.c b/model_alias.c index 5407c86d..981188ea 100644 --- a/model_alias.c +++ b/model_alias.c @@ -525,26 +525,39 @@ static void Mod_BuildBaseBonePoses(void) Mem_Free(basebonepose); } -static void Mod_Alias_CalculateBoundingBox(void) +static qboolean Mod_Alias_CalculateBoundingBox(void) { int vnum; qboolean firstvertex = true; float dist, yawradius, radius; float *v; + qboolean isanimated = false; VectorClear(loadmodel->normalmins); VectorClear(loadmodel->normalmaxs); yawradius = 0; radius = 0; if (loadmodel->AnimateVertices) { - float *vertex3f; + float *vertex3f, *refvertex3f; frameblend_t frameblend[MAX_FRAMEBLENDS]; memset(frameblend, 0, sizeof(frameblend)); frameblend[0].lerp = 1; - vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3])); + vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]) * 2); + refvertex3f = NULL; for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++) { loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL); + if (!refvertex3f) + { + // make a copy of the first frame for comparing all others + refvertex3f = vertex3f + loadmodel->surfmesh.num_vertices * 3; + memcpy(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3])); + } + else + { + if (!isanimated && memcmp(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]))) + isanimated = true; + } for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3) { if (firstvertex) @@ -610,6 +623,7 @@ static void Mod_Alias_CalculateBoundingBox(void) loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius; loadmodel->radius = radius; loadmodel->radius2 = radius * radius; + return isanimated; } static void Mod_Alias_MorphMesh_CompileFrames(void) @@ -927,6 +941,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; // FIXME add TraceBrush! loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; loadmodel->num_surfaces = 1; loadmodel->nummodelsurfaces = loadmodel->num_surfaces; @@ -1092,10 +1107,9 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3])); } Mod_MDL_LoadFrames (startframes, numverts, vertremap); - loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); - Mod_Alias_CalculateBoundingBox(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); Mod_Alias_MorphMesh_CompileFrames(); Mem_Free(vertst); @@ -1215,10 +1229,8 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) surface->num_firstvertex = 0; surface->num_vertices = loadmodel->surfmesh.num_vertices; - loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL; if (!loadmodel->surfmesh.isanimated) { @@ -1286,6 +1298,7 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536) Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris)); @@ -1476,15 +1489,12 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend) Mem_Free(vertremap); - loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); - Mod_Alias_CalculateBoundingBox(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); Mod_Alias_MorphMesh_CompileFrames(); - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL; + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; surface = loadmodel->data_surfaces; surface->texture = loadmodel->data_textures; @@ -1554,6 +1564,7 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; loadmodel->synctype = ST_RAND; // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc) i = LittleLong (pinmodel->flags); @@ -1678,17 +1689,14 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend) if (loadmodel->surfmesh.data_element3s) for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; - loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; // needed during loading, may be cleared by code later in this function if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); Mod_Alias_MorphMesh_CompileFrames(); - Mod_Alias_CalculateBoundingBox(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); Mod_FreeSkinFiles(skinfiles); Mod_MakeSortedSurfaces(loadmodel); - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MD3_AnimateVertices : NULL; + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; if (!loadmodel->surfmesh.isanimated) { @@ -1796,6 +1804,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->numframes = pheader->numscenes; loadmodel->num_surfaces = pheader->numshaders; @@ -1815,6 +1824,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) } // model bbox + // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox() modelradius = pheader->radius; for (i = 0;i < 3;i++) { @@ -1884,10 +1894,6 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) meshvertices = pheader->numverts; meshtriangles = pheader->numtris; - loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; loadmodel->nummodelsurfaces = loadmodel->num_surfaces; loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; loadmodel->num_texturesperskin = loadmodel->num_surfaces; @@ -2088,6 +2094,9 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; if (!loadmodel->surfmesh.isanimated) { @@ -2179,8 +2188,10 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // model bbox + // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox() for (i = 0;i < 3;i++) { loadmodel->normalmins[i] = pheader->mins[i]; @@ -2217,10 +2228,6 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs; loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; loadmodel->num_texturesperskin = loadmodel->num_surfaces; - loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; // do most allocations as one merged chunk data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); @@ -2465,6 +2472,9 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; if (!loadmodel->surfmesh.isanimated) { @@ -2531,6 +2541,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->synctype = ST_RAND; FS_StripExtension(loadmodel->name, animname, sizeof(animname)); @@ -2884,10 +2895,6 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->num_texturesperskin = loadmodel->num_surfaces; loadmodel->surfmesh.num_vertices = meshvertices; loadmodel->surfmesh.num_triangles = meshtriangles; - loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; // do most allocations as one merged chunk size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0); data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size); @@ -3143,7 +3150,9 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); - Mod_Alias_CalculateBoundingBox(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; if (!loadmodel->surfmesh.isanimated) { @@ -3365,6 +3374,7 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // load external .skin files if present skinfiles = Mod_LoadSkinFiles(); @@ -3377,7 +3387,6 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header.num_meshes; loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; loadmodel->num_texturesperskin = loadmodel->num_surfaces; - loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // updated later meshvertices = header.num_vertexes; meshtriangles = header.num_triangles; @@ -3528,7 +3537,6 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; biggestorigin = 0; if (header.version == 1) diff --git a/r_shadow.c b/r_shadow.c index 18842859..1327d397 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -4136,11 +4136,9 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // cache all the animated entities that cast a shadow but are not visible for (i = 0;i < numshadowentities;i++) - if (!shadowentities[i]->animcache_vertex3f) - R_AnimCache_GetEntity(shadowentities[i], false, false); + R_AnimCache_GetEntity(shadowentities[i], false, false); for (i = 0;i < numshadowentities_noselfshadow;i++) - if (!shadowentities_noselfshadow[i]->animcache_vertex3f) - R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); + R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); // allocate some temporary memory for rendering this light later in the frame // reusable buffers need to be copied, static data can be used as-is @@ -4675,6 +4673,10 @@ void R_Shadow_DrawLights(void) R_Shadow_RenderMode_End(); } +#define MAX_MODELSHADOWS 1024 +static int r_shadow_nummodelshadows; +static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS]; + void R_Shadow_PrepareModelShadows(void) { int i; @@ -4683,6 +4685,7 @@ void R_Shadow_PrepareModelShadows(void) vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs; entity_render_t *ent; + r_shadow_nummodelshadows = 0; if (!r_refdef.scene.numentities) return; @@ -4693,11 +4696,18 @@ void R_Shadow_PrepareModelShadows(void) break; // fall through case R_SHADOW_SHADOWMODE_STENCIL: + if (!vid.stencil) + return; for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; - if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + { + if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS) + break; + r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent; R_AnimCache_GetEntity(ent, false, false); + } } return; default: @@ -4742,8 +4752,13 @@ void R_Shadow_PrepareModelShadows(void) if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs)) continue; // cast shadows from anything of the map (submodels are optional) - if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + { + if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS) + break; + r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent; R_AnimCache_GetEntity(ent, false, false); + } } } @@ -4763,7 +4778,7 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort GLuint shadowfbo = 0; float clearcolor[4]; - if (!r_refdef.scene.numentities) + if (!r_shadow_nummodelshadows) return; switch (r_shadow_shadowmode) @@ -4861,28 +4876,23 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort // outside the usable area GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder); - for (i = 0;i < r_refdef.scene.numentities;i++) - { - ent = r_refdef.scene.entities[i]; - - // cast shadows from anything of the map (submodels are optional) - if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) - { - relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); - Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward); - Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright); - relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); - relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); - relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); - relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); - relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); - relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); - RSurf_ActiveModelEntity(ent, false, false, false); - ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity - } + for (i = 0;i < r_shadow_nummodelshadows;i++) + { + ent = r_shadow_modelshadows[i]; + relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); + Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward); + Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright); + relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); + relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); + relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); + relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0])); + relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); + relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); + RSurf_ActiveModelEntity(ent, false, false, false); + ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } #if 0 @@ -4955,7 +4965,7 @@ void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortext vec3_t tmp, shadowdir; prvm_vec3_t prvmshadowdir; - if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) + if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) return; r_shadow_fb_fbo = fbo; @@ -4983,60 +4993,57 @@ void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortext R_Shadow_ClearStencil(); - for (i = 0;i < r_refdef.scene.numentities;i++) + for (i = 0;i < r_shadow_nummodelshadows;i++) { - ent = r_refdef.scene.entities[i]; + ent = r_shadow_modelshadows[i]; // cast shadows from anything of the map (submodels are optional) - if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW)) + relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); + VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); + VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); + if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction + Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); + else { - relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); - VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); - VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); - if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction - Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); - else + if(ent->entitynumber != 0) { - if(ent->entitynumber != 0) + if(ent->entitynumber >= MAX_EDICTS) // csqc entity + { + // FIXME handle this + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + else { - if(ent->entitynumber >= MAX_EDICTS) // csqc entity + // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) + int entnum, entnum2, recursion; + entnum = entnum2 = ent->entitynumber; + for(recursion = 32; recursion > 0; --recursion) { - // FIXME handle this - VectorNegate(ent->modellight_lightdir, relativelightdirection); + entnum2 = cl.entities[entnum].state_current.tagentity; + if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) + entnum = entnum2; + else + break; } - else + if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain { - // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) - int entnum, entnum2, recursion; - entnum = entnum2 = ent->entitynumber; - for(recursion = 32; recursion > 0; --recursion) - { - entnum2 = cl.entities[entnum].state_current.tagentity; - if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) - entnum = entnum2; - else - break; - } - if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain - { - VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); - // transform into modelspace of OUR entity - Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); - Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); - } - else - VectorNegate(ent->modellight_lightdir, relativelightdirection); + VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); + // transform into modelspace of OUR entity + Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); } + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); } - else - VectorNegate(ent->modellight_lightdir, relativelightdirection); } - - VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); - RSurf_ActiveModelEntity(ent, false, false, false); - ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); } + + VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); + RSurf_ActiveModelEntity(ent, false, false, false); + ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } // not really the right mode, but this will disable any silly stencil features