cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
-cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
}
}
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
{
dpuint64 permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
permutation |= SHADERPERMUTATION_VIEWTINT;
- if (first)
+ if (t)
permutation |= SHADERPERMUTATION_DIFFUSE;
- if (second)
- permutation |= SHADERPERMUTATION_SPECULAR;
- if (texturemode == GL_MODULATE)
- permutation |= SHADERPERMUTATION_COLORMAPPING;
- else if (texturemode == GL_ADD)
- permutation |= SHADERPERMUTATION_GLOW;
- else if (texturemode == GL_DECAL)
- permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
permutation |= SHADERPERMUTATION_GAMMARAMPS;
if (suppresstexalpha)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (!second)
- texturemode = GL_MODULATE;
if (vid.allowalphatocoverage)
GL_AlphaToCoverage(false);
switch (vid.renderpath)
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
if (r_glsl_permutation->tex_Texture_First >= 0)
- R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
- if (r_glsl_permutation->tex_Texture_Second >= 0)
- R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
+ R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
break;
void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
{
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
+ R_SetupShader_Generic(NULL, usegamma, notrippy, false);
}
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
{
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
- if (!vid.useinterleavedarrays)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
- }
- else
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
- }
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
// this has to be after RSurf_PrepareVerticesForBatch
if (rsurface.batchskeletaltransform3x4buffer)
permutation |= SHADERPERMUTATION_SKELETAL;
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_shownormals);
Cvar_RegisterVariable(&r_showlighting);
- Cvar_RegisterVariable(&r_showshadowvolumes);
Cvar_RegisterVariable(&r_showcollisionbrushes);
Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
#endif
// clear to black (loading plaque will be seen over this)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
}
#endif
ent->animcache_tvector3f = NULL;
ent->animcache_tvector3f_vertexbuffer = NULL;
ent->animcache_tvector3f_bufferoffset = 0;
- ent->animcache_vertexmesh = NULL;
- ent->animcache_vertexmesh_vertexbuffer = NULL;
- ent->animcache_vertexmesh_bufferoffset = 0;
ent->animcache_skeletaltransform3x4 = NULL;
ent->animcache_skeletaltransform3x4buffer = NULL;
ent->animcache_skeletaltransform3x4offset = 0;
}
}
-static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
-{
- int i;
-
- // check if we need the meshbuffers
- if (!vid.useinterleavedarrays)
- return;
-
- if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
- ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
- // TODO: upload vertexbuffer?
- if (ent->animcache_vertexmesh)
- {
- r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
- r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
- r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
- memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
- if (ent->animcache_svector3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
- if (ent->animcache_tvector3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
- if (ent->animcache_normal3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
- }
-}
-
qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
dp_model_t *model = ent->model;
ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
}
model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
- R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
r_refdef.stats[r_stat_animcache_shade_count] += 1;
r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
}
model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
- R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
if (wantnormals || wanttangents)
{
r_refdef.stats[r_stat_animcache_shade_count] += 1;
R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(0, 0);
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
// reverse the cullface settings for this render
r_refdef.view.cullface_front = GL_FRONT;
r_refdef.view.cullface_back = GL_BACK;
+ // combined pvs (based on what can be seen from each surface center)
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
{
r_refdef.view.usecustompvs = true;
}
}
+ // combined pvs (based on what can be seen from each surface center)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
+ {
+ r_refdef.view.usecustompvs = true;
+ if (p->pvsvalid)
+ memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
+ else
+ memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
+ }
+
r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
r_refdef.view.clipplane = p->plane;
GL_Color(colorscale, colorscale, colorscale, 1);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
// TODO: do boxfilter scale-down in shader?
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
+ R_SetupShader_Generic(prev->colortexture[0], false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
// we now have a properly scaled bloom image
x *= 2;
r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
if(x <= 2)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
GL_Color(1,1,1,1); // no fix factor supported here
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+ R_SetupShader_Generic(prev->colortexture[0], false, true, false);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
}
// TODO: do offset blends using GLSL
// TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+ R_SetupShader_Generic(prev->colortexture[0], false, true, false);
for (x = -range;x <= range;x++)
{
if (!dir){xoffset = 0;yoffset = x;}
GL_Color(1, 1, 1, cl.motionbluralpha);
R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
- R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
+ R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
}
Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
r_refdef.polygonfactor = 0;
r_refdef.polygonoffset = 0;
- r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
- r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
- {
- R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- R_Shadow_DrawModelShadows();
- R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- // don't let sound skip if going slow
- if (r_refdef.scene.extraupdate)
- S_ExtraUpdate ();
- }
-
if (!r_shadow_usingdeferredprepass)
{
R_Shadow_DrawLights();
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
- {
- R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- R_Shadow_DrawModelShadows();
- R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- // don't let sound skip if going slow
- if (r_refdef.scene.extraupdate)
- S_ExtraUpdate ();
- }
-
if (cl.csqc_vidvars.drawworld)
{
if (cl_decals_newsystem.integer)
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = rsurface.entity->alpha * t->basealpha;
- if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
+ if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
t->currentalpha *= r_wateralpha.value;
if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
- rsurface.modelvertexmesh = ent->animcache_vertexmesh;
- rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
- rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
}
else if (wanttangents)
{
rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modelnormal3f = model->surfmesh.data_normal3f;
rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
- rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
- rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
- rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
rsurface.modelgeneratedvertex = false;
}
rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
rsurface.batchskeletalweight4ub = NULL;
rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
rsurface.batchskeletalweight4ub_bufferoffset = 0;
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
}
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelsvector3f_vertexbuffer = 0;
rsurface.batchskeletalweight4ub = NULL;
rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
rsurface.batchskeletalweight4ub_bufferoffset = 0;
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
int batchnumsurfaces = texturenumsurfaces;
int batchnumvertices;
int batchnumtriangles;
- int needsupdate;
int i, j;
qboolean gaps;
qboolean dynamicvertex;
unsigned char *ub;
q3shaderinfo_deform_t *deform;
const msurface_t *surface, *firstsurface;
- r_vertexmesh_t *vertexmesh;
if (!texturenumsurfaces)
return;
// find vertex range of this surface batch
rsurface.batchfirsttriangle = firsttriangle;
rsurface.batchnumtriangles = batchnumtriangles;
- // this variable holds flags for which properties have been updated that
- // may require regenerating vertexmesh array...
- needsupdate = 0;
-
// check if any dynamic vertex processing must occur
dynamicvertex = false;
}
// if there is a chance of animated vertex colors, it's a dynamic batch
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+ if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
{
if (!dynamicvertex)
{
r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
}
dynamicvertex = true;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
}
for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_AUTOSPRITE2:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_NORMAL:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_WAVE:
if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_BULGE:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_MOVE:
if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
break;
}
}
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
- needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
break;
case Q3TCGEN_VECTOR:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
break;
case Q3TCGEN_ENVIRONMENT:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
break;
}
if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
- }
- }
-
- if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
}
- dynamicvertex = true;
- needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
}
- // when the model data has no vertex buffer (dynamic mesh), we need to
- // eliminate gaps
- if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
- batchneed |= BATCHNEED_NOGAPS;
-
// the caller can specify BATCHNEED_NOGAPS to force a batch with
// firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
// we ensure this by treating the vertex batch as dynamic...
- if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
+ if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
{
if (!dynamicvertex)
{
dynamicvertex = true;
}
- if (dynamicvertex)
- {
- // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
- if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
- if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
- if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
- if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
- if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
- }
-
- // if needsupdate, we have to do a dynamic vertex batch for sure
- if (needsupdate & batchneed)
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
- }
- dynamicvertex = true;
- }
-
- // see if we need to build vertexmesh from arrays
- if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
- }
- dynamicvertex = true;
- }
-
// if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
if (dynamicvertex && rsurface.entityskeletaltransform3x4)
batchneed |= BATCHNEED_ARRAY_SKELETAL;
rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
- rsurface.batchvertexmesh = rsurface.modelvertexmesh;
- rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
- rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
rsurface.batchelement3i = rsurface.modelelement3i;
rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
// need actual vertex positions and normals
//if (dynamicvertex)
{
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchvertex3f = NULL;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
rsurface.batchskeletaltransform3x4offset = 0;
rsurface.batchskeletaltransform3x4size = 0;
// we'll only be setting up certain arrays as needed
- if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
- rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
if (batchneed & BATCHNEED_ARRAY_VERTEX)
rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
if (batchneed & BATCHNEED_ARRAY_NORMAL)
surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
surfacenumtriangles = texturesurfacelist[i]->num_triangles;
// copy only the data requested
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
- memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
{
if (batchneed & BATCHNEED_ARRAY_VERTEX)
// q1bsp surfaces rendered in vertex color mode have to have colors
// calculated based on lightstyles
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+ if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
{
// generate color arrays for the surfaces in this list
int c[4];
}
}
- if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
- {
- // convert the modified arrays to vertex structs
-// rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
-// rsurface.batchvertexmesh_vertexbuffer = NULL;
-// rsurface.batchvertexmesh_bufferoffset = 0;
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
- if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
- if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
- {
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- {
- VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
- VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
- }
- }
- if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
- if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
- if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
- if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
- {
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- {
- Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
- Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
- }
- }
- }
-
// upload buffer data for the dynamic batch
if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
{
- if (rsurface.batchvertexmesh)
- rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
- else
- {
- if (rsurface.batchvertex3f)
- rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
- if (rsurface.batchsvector3f)
- rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
- if (rsurface.batchtvector3f)
- rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
- if (rsurface.batchnormal3f)
- rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
- if (rsurface.batchlightmapcolor4f)
- rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
- if (rsurface.batchtexcoordtexture2f)
- rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.batchtexcoordlightmap2f)
- rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
- if (rsurface.batchskeletalindex4ub)
- rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
- if (rsurface.batchskeletalweight4ub)
- rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
- }
+ if (rsurface.batchvertex3f)
+ rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
+ if (rsurface.batchsvector3f)
+ rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
+ if (rsurface.batchtvector3f)
+ rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
+ if (rsurface.batchnormal3f)
+ rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
+ if (rsurface.batchlightmapcolor4f)
+ rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
+ if (rsurface.batchtexcoordtexture2f)
+ rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
+ if (rsurface.batchtexcoordlightmap2f)
+ rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
+ if (rsurface.batchskeletalindex4ub)
+ rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
+ if (rsurface.batchskeletalweight4ub)
+ rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
if (rsurface.batchelement3s)
rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
else if (rsurface.batchelement3i)
{
int vi;
int j;
- r_vertexgeneric_t *batchvertex;
- float c[4];
- texture_t *t = rsurface.texture;
+ int texturesurfaceindex;
+ int k;
+ const msurface_t *surface;
+ float surfacecolor4f[4];
// R_Mesh_ResetTextureState();
R_SetupShader_Generic_NoTexture(false, false);
- if(t && t->currentskinframe)
- {
- memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
- c[3] *= t->currentalpha;
- }
- else
- {
- c[0] = 1;
- c[1] = 0;
- c[2] = 1;
- c[3] = 1;
- }
-
- if (t->pantstexture || t->shirttexture)
- {
- c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
- c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
- c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
- }
-
- // brighten it up (as texture value 127 means "unlit")
- c[0] *= 2 * r_refdef.view.colorscale;
- c[1] *= 2 * r_refdef.view.colorscale;
- c[2] *= 2 * r_refdef.view.colorscale;
-
- if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
- c[3] *= r_wateralpha.value;
-
- if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_ADD)
- {
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
- {
- GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
- GL_DepthMask(false);
- }
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(writedepth);
- }
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
- if (!r_refdef.view.showdebug)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
- for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
- {
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
- }
- else if (r_showsurfaces.integer == 4)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
- for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
- {
- float d = (vi << 3) * (1.0f / 256.0f);
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
- }
- else if (r_showsurfaces.integer == 2)
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
+ vi = 0;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- const int *e;
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
- for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
+ surface = texturesurfacelist[texturesurfaceindex];
+ k = (int)(((size_t)surface) / sizeof(msurface_t));
+ Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
+ for (j = 0;j < surface->num_vertices;j++)
{
- float d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
- VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
- VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
- VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
- Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
- Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
- Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
- }
- else
- {
- int texturesurfaceindex;
- int k;
- const msurface_t *surface;
- float surfacecolor4f[4];
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
- vi = 0;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- k = (int)(((size_t)surface) / sizeof(msurface_t));
- Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
- for (j = 0;j < surface->num_vertices;j++)
- {
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
- vi++;
- }
+ Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
+ vi++;
}
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
}
+ R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
+ RSurf_DrawBatch();
}
static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
{
CHECKGLERROR
RSurf_SetupDepthAndCulling();
- if (r_showsurfaces.integer)
+ if (r_showsurfaces.integer && r_refdef.view.showdebug)
{
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
return;
GL_DepthTest(true);
GL_CullFace(GL_NONE);
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
+ R_SetupShader_Generic(decalskinframe->base, false, false, false);
R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
}
}