X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=707741ab189302f74bd308ee57d7f1aef50165f0;hb=7c264b15aec2bfbcf52ea8498bb240c23458a54a;hp=fafbf1d39e3d5415931a3fee893da1611faa4254;hpb=26fea34fd82b4f762be2247ec1fbf0b5a9cefb4e;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index fafbf1d3..707741ab 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -28,7 +28,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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)"}; cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"}; -cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"}; +cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"}; cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; /* @@ -43,7 +43,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) int smax, tmax, i, size, size3, maps, l; int *bl, scale; unsigned char *lightmap, *out, *stain; - model_t *model = ent->model; + dp_model_t *model = ent->model; int *intblocklights; unsigned char *templight; @@ -88,7 +88,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // add all the lightmaps if (lightmap) for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) - for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } @@ -99,12 +99,25 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will // be doubled during rendering to achieve 2x overbright // (0 = 0.0, 128 = 1.0, 256 = 2.0) - for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4) + if (stain) { - l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255); - l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255); - l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255); - out[3] = 255; + for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4) + { + l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255); + l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255); + l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255); + out[3] = 255; + } + } + else + { + for (i = 0;i < size;i++, bl += 3, out += 4) + { + l = bl[0] >> 8;out[2] = min(l, 255); + l = bl[1] >> 8;out[1] = min(l, 255); + l = bl[2] >> 8;out[0] = min(l, 255); + out[3] = 255; + } } R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); @@ -123,7 +136,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) { // add the normalmap with weighting proportional to the style's lightmap intensity l = (int)(VectorLength(lightmap + i*3) * scale); @@ -149,7 +162,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) } } -void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) +void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surface, *endsurface; @@ -276,9 +289,9 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int int n; float fcolor[8]; entity_render_t *ent; - model_t *model; + dp_model_t *model; vec3_t org; - if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) + if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -289,7 +302,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); + R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl.num_brushmodel_entities;n++) @@ -339,15 +352,16 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); + R_SetupGenericShader(false); i = surfacelist[0]; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale, + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale, 0.125f); for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) VectorCopy(portal->points[i].position, v); - R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0); + R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0); } // LordHavoc: this is just a nice debugging tool, very slow @@ -356,15 +370,15 @@ void R_DrawPortals(void) int i, leafnum; mportal_t *portal; float center[3], f; - model_t *model = r_refdef.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; if (model == NULL) return; - for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) + for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++) { - if (r_viewcache.world_leafvisible[leafnum]) + if (r_refdef.viewcache.world_leafvisible[leafnum]) { //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) - for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) + for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) if (!R_CullBox(portal->mins, portal->maxs)) @@ -386,47 +400,47 @@ void R_View_WorldVisibility(qboolean forcenovis) int i, j, *mark; mleaf_t *leaf; mleaf_t *viewleaf; - model_t *model = r_refdef.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; if (!model) return; - if (r_view.usecustompvs) + if (r_refdef.view.usecustompvs) { // clear the visible surface and leaf flags arrays - memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces); - memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs); - r_viewcache.world_novis = false; + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + r_refdef.viewcache.world_novis = false; // simply cull each marked leaf to the frustum (view pyramid) for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } return; } // if possible find the leaf the view origin is in - viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL; + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL; // if possible fetch the visible cluster bits if (!r_lockpvs.integer && model->brush.FatPVS) - model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits), false); + model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false); if (!r_lockvisibility.integer) { // clear the visible surface and leaf flags arrays - memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces); - memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs); + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); - r_viewcache.world_novis = false; + r_refdef.viewcache.world_novis = false; // if floating around in the void (no pvs data available, and no // portals available), simply use all on-screen leafs. @@ -435,23 +449,23 @@ void R_View_WorldVisibility(qboolean forcenovis) // no visibility method: (used when floating around in the void) // simply cull each leaf to the frustum (view pyramid) // similar to quake's RecursiveWorldNode but without cache misses - r_viewcache.world_novis = true; + r_refdef.viewcache.world_novis = true; for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces if (!R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } - // if the user prefers to disable portal culling (testing?), simply - // use all on-screen leafs that are in the pvs. - else if (!r_useportalculling.integer) + // just check if each leaf in the PVS is on screen + // (unless portal culling is enabled) + else if (r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer)) { // pvs method: // simply check if each leaf is in the Potentially Visible Set, @@ -460,17 +474,17 @@ void R_View_WorldVisibility(qboolean forcenovis) for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } - // otherwise use a recursive portal flow, culling each portal to + // if desired use a recursive portal flow, culling each portal to // frustum and checking if the leaf the portal leads to is in the pvs else { @@ -489,14 +503,14 @@ void R_View_WorldVisibility(qboolean forcenovis) while (leafstackpos) { leaf = leafstack[--leafstackpos]; - if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs]) + if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) continue; r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; + r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; // mark any surfaces bounding this leaf if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; // follow portals into other leafs // the checks are: // if viewer is behind portal (portal faces outward into the scene) @@ -507,9 +521,9 @@ void R_View_WorldVisibility(qboolean forcenovis) for (p = leaf->portals;p;p = p->next) { r_refdef.stats.world_portals++; - if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) - && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] - && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex) + if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1) + && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs] + && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs) && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0]))) leafstack[leafstackpos++] = p->past; @@ -523,7 +537,7 @@ void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) R_DrawWorldSurfaces(true, true, false, false, false); else R_DrawModelSurfaces(ent, true, true, false, false, false); @@ -531,10 +545,10 @@ void R_Q1BSP_DrawSky(entity_render_t *ent) void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent) { - model_t *model = ent->model; + dp_model_t *model = ent->model; if (model == NULL) return; - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) R_DrawWorldSurfaces(false, false, false, true, false); else R_DrawModelSurfaces(ent, false, false, false, true, false); @@ -542,10 +556,10 @@ void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent) void R_Q1BSP_Draw(entity_render_t *ent) { - model_t *model = ent->model; + dp_model_t *model = ent->model; if (model == NULL) return; - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) R_DrawWorldSurfaces(false, true, false, false, false); else R_DrawModelSurfaces(ent, false, true, false, false, false); @@ -553,20 +567,30 @@ void R_Q1BSP_Draw(entity_render_t *ent) void R_Q1BSP_DrawDepth(entity_render_t *ent) { - model_t *model = ent->model; + dp_model_t *model = ent->model; if (model == NULL) return; - if (ent == r_refdef.worldentity) + GL_ColorMask(0,0,0,0); + GL_Color(1,1,1,1); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + R_SetupDepthOrShadowShader(); + if (ent == r_refdef.scene.worldentity) R_DrawWorldSurfaces(false, false, true, false, false); else R_DrawModelSurfaces(ent, false, false, true, false, false); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); } void R_Q1BSP_DrawDebug(entity_render_t *ent) { if (ent->model == NULL) return; - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) R_DrawWorldSurfaces(false, false, false, false, true); else R_DrawModelSurfaces(ent, false, false, false, false, true); @@ -574,7 +598,7 @@ void R_Q1BSP_DrawDebug(entity_render_t *ent) typedef struct r_q1bsp_getlightinfo_s { - model_t *model; + dp_model_t *model; vec3_t relativelightorigin; float lightradius; int *outleaflist; @@ -934,7 +958,7 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist) { - model_t *model = ent->model; + dp_model_t *model = ent->model; msurface_t *surface; int surfacelistindex; float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; @@ -955,7 +979,7 @@ extern cvar_t r_polygonoffset_submodel_factor; extern cvar_t r_polygonoffset_submodel_offset; void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs) { - model_t *model = ent->model; + dp_model_t *model = ent->model; msurface_t *surface; int modelsurfacelistindex; float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; @@ -1023,7 +1047,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co if (t != surface->texture) break; RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + 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_RenderMode_End(); @@ -1033,7 +1057,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs) { - model_t *model = ent->model; + dp_model_t *model = ent->model; msurface_t *surface; int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle; qboolean usebufferobject, culltriangles; @@ -1053,10 +1077,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { batchnumsurfaces = 0; endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces); - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) { for (;i < endsurface;i++) - if (r_viewcache.world_surfacevisible[surfacelist[i]]) + if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]]) batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; } else @@ -1075,78 +1099,77 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++) ; // now figure out what to do with this particular range of surfaces - if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER)) + if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL)) + continue; + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) + continue; + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { - if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) + vec3_t tempcenter, center; + for (l = k;l < kend;l++) { - vec3_t tempcenter, center; - for (l = k;l < kend;l++) - { - surface = batchsurfacelist[l]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); - } + surface = batchsurfacelist[l]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); } - else + continue; + } + batchnumtriangles = 0; + batchfirsttriangle = surface->num_firsttriangle; + 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++) { - // use the bufferobject if all triangles are accepted - usebufferobject = true; - batchnumtriangles = 0; - batchfirsttriangle = surface->num_firsttriangle; - for (l = k;l < kend;l++) + if (trispvs) { - surface = batchsurfacelist[l]; - RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++) + if (!CHECKPVSBIT(trispvs, m)) { - if (trispvs) - { - if (!CHECKPVSBIT(trispvs, m)) - { - usebufferobject = false; - continue; - } - } - else if (culltriangles) - { - if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3)) - { - usebufferobject = false; - continue; - } - } - if (batchnumtriangles >= BATCHSIZE) - { - r_refdef.stats.lights_lighttriangles += batchnumtriangles; - Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); - if (usebufferobject && batchnumtriangles >= 100) - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle); - else - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 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++; + usebufferobject = false; + continue; + } + } + else if (culltriangles) + { + if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3)) + { + usebufferobject = false; + continue; } } - if (batchnumtriangles > 0) + if (batchnumtriangles >= BATCHSIZE) { r_refdef.stats.lights_lighttriangles += batchnumtriangles; Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); - if (usebufferobject && batchnumtriangles >= 100) - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle); + // 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, batchnumtriangles, batchelements, 0, 0); + 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); + } } } } @@ -1154,17 +1177,17 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface //Made by [515] void R_ReplaceWorldTexture (void) { - model_t *m; + dp_model_t *m; texture_t *t; int i; const char *r, *newt; skinframe_t *skinframe; - if (!r_refdef.worldmodel) + if (!r_refdef.scene.worldmodel) { Con_Printf("There is no worldmodel\n"); return; } - m = r_refdef.worldmodel; + m = r_refdef.scene.worldmodel; if(Cmd_Argc() < 2) { @@ -1204,15 +1227,15 @@ void R_ReplaceWorldTexture (void) //Made by [515] void R_ListWorldTextures (void) { - model_t *m; + dp_model_t *m; texture_t *t; int i; - if (!r_refdef.worldmodel) + if (!r_refdef.scene.worldmodel) { Con_Printf("There is no worldmodel\n"); return; } - m = r_refdef.worldmodel; + m = r_refdef.scene.worldmodel; Con_Print("Worldmodel textures :\n"); for(i=0,t=m->data_textures;inum_textures;i++,t++)