R_Sky();
}
// LordHavoc: HalfLife maps have freaky skypolys...
- if (!ent->model->brush.ishlbsp)
+ //if (!ent->model->brush.ishlbsp)
{
R_Mesh_Matrix(&ent->matrix);
GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
return;
// if possible find the leaf the view origin is in
- viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL;
+ viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
// if possible fetch the visible cluster bits
if (model->brush.FatPVS)
model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
model_t *model;
vec3_t relativelightorigin;
float lightradius;
- int *outclusterlist;
- qbyte *outclusterpvs;
- int outnumclusters;
+ int *outleaflist;
+ qbyte *outleafpvs;
+ int outnumleafs;
int *outsurfacelist;
qbyte *outsurfacepvs;
int outnumsurfaces;
info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
- if (info->outclusterpvs)
+ if (info->outleafpvs)
{
- if (!CHECKPVSBIT(info->outclusterpvs, leaf->clusterindex))
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
{
- SETPVSBIT(info->outclusterpvs, leaf->clusterindex);
- info->outclusterlist[info->outnumclusters++] = leaf->clusterindex;
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
}
}
if (info->outsurfacepvs)
}
}
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
{
VectorCopy(info.lightmins, outmins);
VectorCopy(info.lightmaxs, outmaxs);
- *outnumclusterspointer = 0;
+ *outnumleafspointer = 0;
*outnumsurfacespointer = 0;
return;
}
info.model = ent->model;
- info.outclusterlist = outclusterlist;
- info.outclusterpvs = outclusterpvs;
- info.outnumclusters = 0;
+ info.outleaflist = outleaflist;
+ info.outleafpvs = outleafpvs;
+ info.outnumleafs = 0;
info.outsurfacelist = outsurfacelist;
info.outsurfacepvs = outsurfacepvs;
info.outnumsurfaces = 0;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
- memset(outclusterpvs, 0, info.model->brush.num_pvsclusterbytes);
+ memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
if (info.model->brush.GetPVS)
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
info.pvs = NULL;
R_UpdateAllTextureInfo(ent);
- // use BSP recursion as lights are often small
- R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
+ /*
+ if (r_shadow_compilingrtlight)
+ {
+ Portal_Visibility(info.model, info.relativelightorigin, leafmark, surfacemark, const mplane_t *frustumplanes, int numfrustumplanes, int exact, const float *boxmins, const float *boxmaxs, float *updateleafsmins, float *updateleafsmaxs)
+ }
+ else
+ */
+ {
+ // use BSP recursion as lights are often small
+ R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
+ }
// limit combined leaf box to light boundaries
outmins[0] = max(info.outmins[0], info.lightmins[0]);
outmaxs[1] = min(info.outmaxs[1], info.lightmaxs[1]);
outmaxs[2] = min(info.outmaxs[2], info.lightmaxs[2]);
- *outnumclusterspointer = info.outnumclusters;
+ *outnumleafspointer = info.outnumleafs;
*outnumsurfacespointer = info.outnumsurfaces;
}
}
}
-void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist, int visiblelighting)
{
model_t *model = ent->model;
msurface_t *surface;
{
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
- R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, NULL, NULL, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, NULL, NULL, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglEnable(GL_CULL_FACE);
}