int smax, tmax, i, size, size3, maps, l;
int *bl, scale;
unsigned char *lightmap, *out, *stain;
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
int *intblocklights;
unsigned char *templight;
cl.buildlightmapmemorysize = size*sizeof(int[3]);
if (cl.buildlightmapmemory)
Mem_Free(cl.buildlightmapmemory);
- cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
+ cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
}
// these both point at the same buffer, templight is only used for final
templight = (unsigned char *)cl.buildlightmapmemory;
// update cached lighting info
- surface->cached_dlight = 0;
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
lightmap = surface->lightmapinfo->samples;
}
}
-void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surface, *endsurface;
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
i = (int)(s * s + t * t + dist2);
- if (i > maxdist)
+ if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
continue;
// reduce calculations
}
// force lightmap upload
if (stained)
- surface->cached_dlight = true;
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
}
}
int n;
float fcolor[8];
entity_render_t *ent;
- model_t *model;
+ dp_model_t *model;
vec3_t org;
if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
return;
int i, leafnum;
mportal_t *portal;
float center[3], f;
- model_t *model = r_refdef.scene.worldmodel;
+ dp_model_t *model = r_refdef.scene.worldmodel;
if (model == NULL)
return;
for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
int i, j, *mark;
mleaf_t *leaf;
mleaf_t *viewleaf;
- model_t *model = r_refdef.scene.worldmodel;
+ dp_model_t *model = r_refdef.scene.worldmodel;
if (!model)
return;
}
// just check if each leaf in the PVS is on screen
// (unless portal culling is enabled)
- else if (r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
+ else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
{
// pvs method:
// simply check if each leaf is in the Potentially Visible Set,
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
if (model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
void R_Q1BSP_Draw(entity_render_t *ent)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
if (model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
void R_Q1BSP_DrawDepth(entity_render_t *ent)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
if (model == NULL)
return;
GL_ColorMask(0,0,0,0);
typedef struct r_q1bsp_getlightinfo_s
{
- model_t *model;
+ dp_model_t *model;
vec3_t relativelightorigin;
float lightradius;
int *outleaflist;
unsigned char *outleafpvs;
int outnumleafs;
+ unsigned char *visitingleafpvs;
int *outsurfacelist;
unsigned char *outsurfacepvs;
unsigned char *tempsurfacepvs;
if (!r_svbsp.nodes)
{
r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
- r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
}
info->svbsp_active = true;
info->svbsp_insertoccluder = true;
break;
Mem_Free(r_svbsp.nodes);
r_svbsp.maxnodes *= 2;
- r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
}
else
break;
}
}
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.outleaflist = outleaflist;
info.outleafpvs = outleafpvs;
info.outnumleafs = 0;
+ info.visitingleafpvs = visitingleafpvs;
info.outsurfacelist = outsurfacelist;
info.outsurfacepvs = outsurfacepvs;
info.outshadowtrispvs = outshadowtrispvs;
info.outnumsurfaces = 0;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
if (info.model->brush.shadowmesh)
info.pvs = NULL;
R_UpdateAllTextureInfo(ent);
- if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
+ if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
{
// use portal recursion for exact light volume culling, and exact surface checking
- Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
}
- else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
+ else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
{
// use portal recursion for exact light volume culling, but not the expensive exact surface checking
- Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
}
else
{
void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
}
extern cvar_t r_polygonoffset_submodel_factor;
extern cvar_t r_polygonoffset_submodel_offset;
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
msurface_t *surface;
int modelsurfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
}
else
{
RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, 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, ent->mins, ent->maxs);
}
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
msurface_t *surface;
// note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
- R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+ R_Shadow_RenderMode_ActiveLight(rtlight);
R_Shadow_RenderMode_Lighting(false, true);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
msurface_t *surface;
int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
qboolean usebufferobject, culltriangles;
}
batchnumtriangles = 0;
batchfirsttriangle = surface->num_firsttriangle;
+ m = 0; // hush warning
for (l = k;l < kend;l++)
{
surface = batchsurfacelist[l];
//Made by [515]
void R_ReplaceWorldTexture (void)
{
- model_t *m;
+ dp_model_t *m;
texture_t *t;
int i;
const char *r, *newt;
//Made by [515]
void R_ListWorldTextures (void)
{
- model_t *m;
+ dp_model_t *m;
texture_t *t;
int i;
if (!r_refdef.scene.worldmodel)