moved rsurface_ variables into rsurface struct as a minor cleanup
[xonotic/darkplaces.git] / gl_rsurf.c
index 6f1d9625f74996bfdb24fb1d3aa80ab8e2580497..e2758141dd2d681290e10b79c085f1e0b82452c2 100644 (file)
@@ -959,13 +959,13 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       rsurface_texture = surface->texture->currentframe;
-                       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       rsurface.texture = surface->texture->currentframe;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
                                continue;
                        RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
-                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, 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);
                }
-               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);
+               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);
        }
 }
 
@@ -984,14 +984,14 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
        for (i = 0;i < numsurfaces;i = j)
        {
                j = i + 1;
-               surface = rsurface_model->data_surfaces + surfacelist[i];
+               surface = rsurface.model->data_surfaces + surfacelist[i];
                t = surface->texture;
                R_UpdateTextureInfo(ent, t);
-               rsurface_texture = t->currentframe;
+               rsurface.texture = t->currentframe;
                endsurface = min(j + BATCHSIZE, numsurfaces);
                for (j = i;j < endsurface;j++)
                {
-                       surface = rsurface_model->data_surfaces + surfacelist[j];
+                       surface = rsurface.model->data_surfaces + surfacelist[j];
                        if (t != surface->texture)
                                break;
                        RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
@@ -1018,7 +1018,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
        R_UpdateAllTextureInfo(ent);
        CHECKGLERROR
        culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
-       element3i = rsurface_model->surfmesh.data_element3i;
+       element3i = rsurface.model->surfmesh.data_element3i;
        // this is a double loop because non-visible surface skipping has to be
        // fast, and even if this is not the world model (and hence no visibility
        // checking) the input surface list and batch buffer are different formats
@@ -1044,10 +1044,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                {
                        surface = batchsurfacelist[k];
                        tex = surface->texture;
-                       rsurface_texture = tex->currentframe;
-                       if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
+                       rsurface.texture = tex->currentframe;
+                       if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
                        {
-                               if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                                {
                                        vec3_t tempcenter, center;
                                        for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
@@ -1056,8 +1056,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                                                tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
                                                tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                                                tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                                               Matrix4x4_Transform(&rsurface_matrix, tempcenter, center);
-                                               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+                                               Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                                               R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.model->data_surfaces, r_shadow_rtlight);
                                        }
                                }
                                else
@@ -1087,7 +1087,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                                                                }
                                                                else
                                                                {
-                                                                       if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3))
+                                                                       if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
                                                                        {
                                                                                usebufferobject = false;
                                                                                continue;