X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=82b82b5f6f050de59d044422d08c7743d985ed7b;hb=1147e4d621c0a3a82ca50a6f97a1caa6febfa121;hp=e21fcc1a7acebbcf2ebdc485ab97d7fa38df0e5b;hpb=0cb06c5e81f07a2461525e41877cb9415a9137a8;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index e21fcc1a..82b82b5f 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -26,23 +26,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define MAX_LIGHTMAP_SIZE 256 cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"}; -cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; 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_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"}; -// flag arrays used for visibility checking on world model -// (all other entities have no per-surface/per-leaf visibility checks) -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters -unsigned char r_pvsbits[(32768+7)>>3]; -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs -unsigned char r_worldleafvisible[32768]; -// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces -unsigned char r_worldsurfacevisible[262144]; -// if true, the view is currently in a leaf without pvs data -qboolean r_worldnovis; - /* =============== R_BuildLightMap @@ -337,16 +325,20 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) +static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { + // due to the hacky nature of this function's parameters, this is never + // called with a batch, so numsurfaces is always 1, and the surfacelist + // contains only a leaf number for coloring purposes const mportal_t *portal = (mportal_t *)ent; int i, numpoints; float *v; float vertex3f[POLYGONELEMENTS_MAXPOINTS*3]; + CHECKGLERROR GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); - qglDisable(GL_CULL_FACE); + GL_CullFace(GL_NONE); R_Mesh_Matrix(&identitymatrix); numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS); @@ -355,19 +347,18 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); - i = surfacenumber; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 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, 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); - qglEnable(GL_CULL_FACE); } // LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(void) +void R_DrawPortals(void) { int i, leafnum; mportal_t *portal; @@ -377,7 +368,7 @@ static void R_DrawPortals(void) return; for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) { - if (r_worldleafvisible[leafnum]) + if (r_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) @@ -397,7 +388,7 @@ static void R_DrawPortals(void) } } -void R_WorldVisibility(void) +void R_View_WorldVisibility(void) { int i, j, *mark; mleaf_t *leaf; @@ -408,18 +399,18 @@ void R_WorldVisibility(void) return; // if possible find the leaf the view origin is in - viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL; // if possible fetch the visible cluster bits if (!r_lockpvs.integer && model->brush.FatPVS) - model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits)); if (!r_lockvisibility.integer) { // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->num_surfaces); - memset(r_worldleafvisible, 0, model->brush.num_leafs); + memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs); - r_worldnovis = false; + r_viewcache.world_novis = false; // if floating around in the void (no pvs data available, and no // portals available), simply use all on-screen leafs. @@ -428,17 +419,17 @@ void R_WorldVisibility(void) // 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_worldnovis = true; + r_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)) { - renderstats.world_leafs++; - r_worldleafvisible[j] = true; + r_refdef.stats.world_leafs++; + r_viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; + r_viewcache.world_surfacevisible[*mark] = true; } } } @@ -453,13 +444,13 @@ void R_WorldVisibility(void) 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_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { - renderstats.world_leafs++; - r_worldleafvisible[j] = true; + r_refdef.stats.world_leafs++; + r_viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; + r_viewcache.world_surfacevisible[*mark] = true; } } } @@ -481,13 +472,13 @@ void R_WorldVisibility(void) leafstackpos = 1; while (leafstackpos) { - renderstats.world_leafs++; + r_refdef.stats.world_leafs++; leaf = leafstack[--leafstackpos]; - r_worldleafvisible[leaf - model->brush.data_leafs] = true; + r_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_worldsurfacevisible[*mark] = true; + r_viewcache.world_surfacevisible[*mark] = true; // follow portals into other leafs // the checks are: // if viewer is behind portal (portal faces outward into the scene) @@ -497,16 +488,13 @@ void R_WorldVisibility(void) // (the first two checks won't cause as many cache misses as the leaf checks) for (p = leaf->portals;p;p = p->next) { - renderstats.world_portals++; - if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) + r_refdef.stats.world_portals++; + if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex)) leafstack[leafstackpos++] = p->past; } } } } - - if (r_drawportals.integer) - R_DrawPortals(); } void R_Q1BSP_DrawSky(entity_render_t *ent) @@ -682,12 +670,12 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumsurfacespointer = info.outnumsurfaces; } -void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +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; msurface_t *surface; int surfacelistindex; - float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; texture_t *texture; r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); @@ -699,32 +687,31 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi continue; if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) continue; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs); + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs); } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist); r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false); } -void R_Q1BSP_DrawShadowVolume_Batch(entity_render_t *ent, texture_t *texture, const vec3_t modelorg, const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist) +void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t relativelightdirection, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); } } -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +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; msurface_t *surface; int modelsurfacelistindex; int f = 0; - float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; - vec3_t modelorg; - texture_t *t = NULL, *texture = NULL; + float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *t = NULL; const int maxsurfacelist = 1024; int numsurfacelist = 0; msurface_t *surfacelist[1024]; @@ -738,19 +725,19 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; - texture = surface->texture->currentframe; - if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + t = surface->texture->currentframe; + if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) continue; - if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) + if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) continue; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist); } else { projectdistance = lightradius + model->radius*2; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + RSurf_ActiveEntity(ent, false, false); R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); // identify lit faces within the bounding box for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) @@ -760,40 +747,58 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, { if (numsurfacelist) { - R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - texture = t->currentframe; - f = (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL; + rsurface_texture = t->currentframe; + f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL; } if (f && surface->num_triangles) surfacelist[numsurfacelist++] = surface; } if (numsurfacelist) - R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); - R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist); + R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist); } } -static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) +#define BATCHSIZE 256 + +static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - msurface_t *surface = ent->model->data_surfaces + surfacenumber; - texture_t *texture = surface->texture; - R_UpdateTextureInfo(ent, texture); - texture = texture->currentframe; + int surfacelistindex, batchcount; + texture_t *t; + msurface_t *batchsurfaces[BATCHSIZE]; + // note: in practice this never actually batches, oh well R_Shadow_RenderMode_Begin(); R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight); R_Shadow_RenderMode_Lighting(false, true); R_Shadow_SetupEntityLight(ent); - R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface); + t = NULL; + batchcount = 0; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; + if (t != surface->texture) + { + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + batchcount = 0; + t = surface->texture; + R_UpdateTextureInfo(ent, t); + rsurface_texture = t->currentframe; + } + batchsurfaces[batchcount++] = surface; + } + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); R_Shadow_RenderMode_End(); } -static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist) +static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist) { int batchsurfaceindex; - model_t *model = ent->model; msurface_t *batchsurface; vec3_t tempcenter, center; for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++) @@ -802,8 +807,8 @@ static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, textu tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f; tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f; tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight); + Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight); } } @@ -813,37 +818,37 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { model_t *model = ent->model; msurface_t *surface; - texture_t *texture; int surfacelistindex, batchnumsurfaces; msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; - vec3_t modelorg; texture_t *tex; qboolean skip; + CHECKGLERROR + RSurf_ActiveEntity(ent, true, true); R_UpdateAllTextureInfo(ent); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); tex = NULL; - texture = NULL; + rsurface_texture = NULL; skip = false; batchnumsurfaces = 0; + CHECKGLERROR for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])) + if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]])) continue; surface = model->data_surfaces + surfacelist[surfacelistindex]; - renderstats.lights_lighttriangles += surface->num_triangles; + r_refdef.stats.lights_lighttriangles += surface->num_triangles; if (tex != surface->texture) { if (batchnumsurfaces > 0) { - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) - R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); else - R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist); + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); batchnumsurfaces = 0; } tex = surface->texture; - texture = surface->texture->currentframe; - skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; + rsurface_texture = surface->texture->currentframe; + skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; if (skip) continue; } @@ -851,10 +856,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) { - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) - R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); else - R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist); + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); batchnumsurfaces = 0; } batchsurfacelist[batchnumsurfaces++] = surface; @@ -862,13 +867,12 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface } if (batchnumsurfaces > 0) { - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) - R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); else - R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist); + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); batchnumsurfaces = 0; } - qglEnable(GL_CULL_FACE); } //Made by [515] @@ -899,7 +903,7 @@ void R_ReplaceWorldTexture (void) { if(t->width && !strcasecmp(t->name, r)) { - if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer)) + if(Mod_LoadSkinFrame(&t->skinframes[0], (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer)) { Con_Printf("%s replaced with %s\n", r, newt); return; @@ -907,7 +911,7 @@ void R_ReplaceWorldTexture (void) else { Con_Printf("%s was not found\n", newt); - Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default + Mod_LoadSkinFrame(&t->skinframes[0], (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default return; } } @@ -924,7 +928,7 @@ void R_ListWorldTextures (void) Con_Print("Worldmodel textures :\n"); for(i=0,t=m->data_textures;inum_textures;i++,t++) - if(t->skin.base != r_texture_notexture) + if (t->numskinframes) Con_Printf("%s\n", t->name); } @@ -946,7 +950,6 @@ void GL_Surf_Init(void) { Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_lockpvs); Cvar_RegisterVariable(&r_lockvisibility); Cvar_RegisterVariable(&r_useportalculling);