=============================================================
*/
-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);
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
R_Mesh_Matrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
R_Mesh_ColorPointer(NULL);
R_Mesh_ResetTextureState();
- i = surfacenumber;
+ i = surfacelist[0];
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
((i & 0x0038) >> 3) * (1.0f / 7.0f),
((i & 0x01C0) >> 6) * (1.0f / 7.0f),
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);
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
}
// LordHavoc: this is just a nice debugging tool, very slow
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 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];
int modelsurfacelistindex;
int f = 0;
float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
- vec3_t modelorg;
- texture_t *t = NULL, *texture;
+ texture_t *t = NULL;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
msurface_t *surfacelist[1024];
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);
}
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++)
{
if (numsurfacelist)
{
- R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+ R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, 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_Q1BSP_DrawShadowVolume_Batch(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);
}
}
-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 actualy 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++)
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_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
}
}
{
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 (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;
}
{
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;
}
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);
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
}
//Made by [515]