cvar_t mod_q3bsp_nolightmaps = {CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
cvar_t mod_q3bsp_tracelineofsight_brushes = {0, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
cvar_t mod_q3shader_default_offsetmapping = {CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces"};
+cvar_t mod_q3shader_default_polygonfactor = {0, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_polygonoffset = {0, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
Cvar_RegisterVariable(&mod_q3bsp_nolightmaps);
Cvar_RegisterVariable(&mod_q3bsp_tracelineofsight_brushes);
Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping);
+ Cvar_RegisterVariable(&mod_q3shader_default_polygonfactor);
+ Cvar_RegisterVariable(&mod_q3shader_default_polygonoffset);
Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
Cvar_RegisterVariable(&mod_collision_bih);
Cvar_RegisterVariable(&mod_recalculatenodeboxes);
}
// compile additional data about the surface geometry
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_normal3f, true);
- Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
BoxFromPoints(surface->mins, surface->maxs, surface->num_vertices, (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex));
// generate surface extents information
}
//mod->brushq1.num_visleafs = bm->visleafs;
+ // build a Bounding Interval Hierarchy for culling triangles in light rendering
+ Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
+
if (mod_q1bsp_polygoncollisions.integer)
{
- Mod_MakeCollisionBIH(mod, true, &mod->collision_bih);
+ mod->collision_bih = mod->render_bih;
// point traces and contents checks still use the bsp tree
mod->TraceLine = Mod_CollisionBIH_TraceLine;
mod->TraceBox = Mod_CollisionBIH_TraceBox;
mod->TraceBrush = Mod_CollisionBIH_TraceBrush;
}
- else
- Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
// generate VBOs and other shared data before cloning submodels
if (i == 0)
if(out->num_vertices && out->num_triangles)
continue;
if(out->num_vertices == 0)
- Con_Printf("Mod_Q3BSP_LoadFaces: surface %d has no vertices, ignoring\n", i);
- if(out->num_triangles == 0)
- Con_Printf("Mod_Q3BSP_LoadFaces: surface %d has no triangles, ignoring\n", i);
+ {
+ Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s) has no vertices, ignoring\n", i, out->texture ? out->texture->name : "(none)");
+ if(out->num_triangles == 0)
+ Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s) has no triangles, ignoring\n", i, out->texture ? out->texture->name : "(none)");
+ }
+ else if(out->num_triangles == 0)
+ Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s, near %f %f %f) has no triangles, ignoring\n", i, out->texture ? out->texture->name : "(none)",
+ (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[0 * 3 + 0],
+ (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[1 * 3 + 0],
+ (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[2 * 3 + 0]);
}
// for per pixel lighting
- 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, true);
+ 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);
// generate ushort elements array if possible
if (loadmodel->surfmesh.data_element3s)
q3dlightgrid_t *a, *s;
// scale lighting by lightstyle[0] so that darkmode in dpmod works properly
- stylescale = r_refdef.scene.rtlightstylevalue[0];
+ if (vid.renderpath == RENDERPATH_GL20)
+ stylescale = 1; // added while render
+ else
+ stylescale = r_refdef.scene.rtlightstylevalue[0];
if (!model->brushq3.num_lightgrid)
{
Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
// generate normals if the file did not have them
if (!VectorLength2(loadmodel->surfmesh.data_normal3f))
- Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
- 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, true);
+ Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+ 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);
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
// if this is a worldmodel and has no BSP tree, create a fake one for the purpose