]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
Reworked VM_CL_PolygonBegin/Vertex/End functions to do the commit to the mesh in...
[xonotic/darkplaces.git] / cl_main.c
index 5932212e7e8fc1c75e89ad38bbae94bcf67d1bb8..210d35f5babcfd59e1558ae136a3186f3e613161 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -1873,6 +1873,8 @@ void CSQC_RelinkAllEntities (int drawmask)
 {
        // link stuff
        CL_RelinkWorld();
+       // the scene mesh is added first for easier debugging (consistent spot in render entities list)
+       CL_MeshEntities_Scene_AddRenderEntity();
        CL_RelinkStaticEntities();
        CL_RelinkBeams();
        CL_RelinkEffects();
@@ -1889,8 +1891,6 @@ void CSQC_RelinkAllEntities (int drawmask)
 
        // update view blend
        V_CalcViewBlend();
-
-       CL_MeshEntities_AddToScene();
 }
 
 /*
@@ -1941,7 +1941,12 @@ void CL_UpdateWorld(void)
 
                // when csqc is loaded, it will call this in CSQC_UpdateView
                if (!cl.csqc_loaded)
+               {
+                       // clear the CL_Mesh_Scene() used for some engine effects
+                       CL_MeshEntities_Scene_Clear();
+                       // add engine entities and effects
                        CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
+               }
 
                // decals, particles, and explosions will be updated during rneder
        }
@@ -2370,9 +2375,7 @@ entity_t cl_meshentities[NUM_MESHENTITIES];
 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
 const char *cl_meshentitynames[NUM_MESHENTITIES] =
 {
-       "MESH_DEBUG",
-       "MESH_CSQC_POLYGONS",
-       "MESH_PARTICLES",
+       "MESH_SCENE",
        "MESH_UI",
 };
 
@@ -2397,7 +2400,7 @@ static void CL_MeshEntities_Init(void)
                ent->state_current.active = true;
                ent->render.model = cl_meshentitymodels + i;
                Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
-               ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
+               ent->render.alpha = 1;
                ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
                ent->render.framegroupblend[0].lerp = 1;
                ent->render.frameblend[0].lerp = 1;
@@ -2425,30 +2428,25 @@ static void CL_MeshEntities_Init(void)
        R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
 }
 
-void CL_MeshEntities_AddToScene(void)
+void CL_MeshEntities_Scene_Clear(void)
 {
-       int i;
-       entity_t *ent;
-       for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
-       {
-               ent = cl_meshentities + i;
-               if (ent->render.model->num_surfaces == 0)
-                       continue;
-               Mod_Mesh_Finalize(ent->render.model);
-               VectorCopy(ent->render.model->normalmins, ent->render.mins);
-               VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
-               r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
-       }
+       Mod_Mesh_Reset(CL_Mesh_Scene());
 }
 
-void CL_MeshEntities_Reset(void)
+void CL_MeshEntities_Scene_AddRenderEntity(void)
 {
-       int i;
-       entity_t *ent;
-       for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+       entity_t* ent = &cl_meshentities[MESH_SCENE];
+       r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
+}
+
+void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
+{
+       entity_t *ent = &cl_meshentities[MESH_SCENE];
+       if (ent->render.model->num_surfaces)
        {
-               ent = cl_meshentities + i;
-               Mod_Mesh_Reset(ent->render.model);
+               Mod_Mesh_Finalize(ent->render.model);
+               VectorCopy(ent->render.model->normalmins, ent->render.mins);
+               VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
        }
 }