]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_particles.c
illuminated surfaces are now sorted by texture, giving a good fps
[xonotic/darkplaces.git] / cl_particles.c
index 05f7b246b1c1e4dd82fb0d7df8a1f8239d9f7204..79b0cf4fccd2afc6e3aa53218c118f9c78217a52 100644 (file)
@@ -2309,11 +2309,15 @@ void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t
        particletexture_t *tex;
        float right[3], up[3], size, ca;
        float alphascale = (1.0f / 65536.0f) * cl_particles_alpha.value;
+       float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
 
        RSurf_ActiveWorldEntity();
 
        r_refdef.stats.drawndecals += numsurfaces;
        R_Mesh_ResetTextureState();
+       R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
+       R_Mesh_ColorPointer(particle_color4f, 0, 0);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(0, 0);
@@ -2370,8 +2374,7 @@ void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t
        // (this assumes they all use one particle font texture!)
        GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
        R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1);
-       R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
-       R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
+       R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, particle_elements, 0, 0);
 }
 
 void R_DrawDecals (void)
@@ -2474,6 +2477,9 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
 
        r_refdef.stats.particles += numsurfaces;
        R_Mesh_ResetTextureState();
+       R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
+       R_Mesh_ColorPointer(particle_color4f, 0, 0);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(0, 0);
@@ -2537,7 +2543,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
                        // note: lighting is not cheap!
                        if (particletype[p->typeindex].lighting)
                        {
-                               R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, true);
+                               R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, true, false);
                                c4f[0] *= (ambient[0] + 0.5 * diffuse[0]);
                                c4f[1] *= (ambient[1] + 0.5 * diffuse[1]);
                                c4f[2] *= (ambient[2] + 0.5 * diffuse[2]);
@@ -2679,7 +2685,6 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
        texture = NULL;
        batchstart = 0;
        batchcount = 0;
-       R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;)
        {
                p = cl.particles + surfacelist[surfacelistindex];
@@ -2717,7 +2722,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
                }
 
                batchcount = surfacelistindex - batchstart;
-               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchstart * 2, batchcount * 2, NULL, NULL, 0, particle_elements, NULL, 0);
+               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchstart * 2, batchcount * 2, NULL, particle_elements, 0, 0);
        }
 }