X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=62ffef5f3642ba6e2ee2c2121cdfb05b0d0fb56a;hp=1ebbfecb893f4f657f9f7b57a916470f4931c2a0;hb=78b6fb46fb00b5c74f08337becebc27e4e8688b8;hpb=7af88bb6e88c6b799be6d2e99f0c0f8515c502ac diff --git a/gl_rsurf.c b/gl_rsurf.c index 1ebbfecb..62ffef5f 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -23,26 +23,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "r_shadow.h" #include "portals.h" -#define MAX_LIGHTMAP_SIZE 256 - -cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"}; -cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; +cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"}; cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"}; cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"}; -cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"}; +cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"}; cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; -// flag arrays used for visibility checking on world model -// (all other entities have no per-surface/per-leaf visibility checks) -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters -unsigned char r_pvsbits[(32768+7)>>3]; -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs -unsigned char r_worldleafvisible[32768]; -// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces -unsigned char r_worldsurfacevisible[262144]; -// if true, the view is currently in a leaf without pvs data -qboolean r_worldnovis; - /* =============== R_BuildLightMap @@ -55,17 +41,34 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) int smax, tmax, i, size, size3, maps, l; int *bl, scale; unsigned char *lightmap, *out, *stain; - model_t *model = ent->model; - static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting - static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; - - // update cached lighting info - surface->cached_dlight = 0; + dp_model_t *model = ent->model; + int *intblocklights; + unsigned char *templight; smax = (surface->lightmapinfo->extents[0]>>4)+1; tmax = (surface->lightmapinfo->extents[1]>>4)+1; size = smax*tmax; size3 = size*3; + + r_refdef.stats.lightmapupdatepixels += size; + r_refdef.stats.lightmapupdates++; + + if (cl.buildlightmapmemorysize < size*sizeof(int[3])) + { + cl.buildlightmapmemorysize = size*sizeof(int[3]); + if (cl.buildlightmapmemory) + Mem_Free(cl.buildlightmapmemory); + cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize); + } + + // these both point at the same buffer, templight is only used for final + // processing and can replace the intblocklights data as it goes + intblocklights = (int *)cl.buildlightmapmemory; + templight = (unsigned char *)cl.buildlightmapmemory; + + // update cached lighting info + model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false; + lightmap = surface->lightmapinfo->samples; // set to full bright if no light data @@ -73,7 +76,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) if (!model->brushq1.lightdata) { for (i = 0;i < size3;i++) - bl[i] = 255*256; + bl[i] = 128*256; } else { @@ -83,7 +86,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // add all the lightmaps if (lightmap) for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) - for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } @@ -94,23 +97,24 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will // be doubled during rendering to achieve 2x overbright // (0 = 0.0, 128 = 1.0, 256 = 2.0) - if (model->brushq1.lightmaprgba) + if (stain) { - for (i = 0;i < size;i++) + for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - *out++ = 255; + l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255); + l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255); + l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255); + out[3] = 255; } } else { - for (i = 0;i < size;i++) + for (i = 0;i < size;i++, bl += 3, out += 4) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = bl[0] >> 8;out[2] = min(l, 255); + l = bl[1] >> 8;out[1] = min(l, 255); + l = bl[2] >> 8;out[0] = min(l, 255); + out[3] = 255; } } @@ -130,7 +134,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) { // add the normalmap with weighting proportional to the style's lightmap intensity l = (int)(VectorLength(lightmap + i*3) * scale); @@ -143,34 +147,20 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) bl = intblocklights; out = templight; // we simply renormalize the weighted normals to get a valid deluxemap - if (model->brushq1.lightmaprgba) + for (i = 0;i < size;i++, bl += 3, out += 4) { - for (i = 0;i < size;i++, bl += 3) - { - VectorCopy(bl, n); - VectorNormalize(n); - l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); - *out++ = 255; - } - } - else - { - for (i = 0;i < size;i++, bl += 3) - { - VectorCopy(bl, n); - VectorNormalize(n); - l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); - } + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255); + out[3] = 255; } R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); } } -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; @@ -224,7 +214,7 @@ loc0: 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 @@ -267,7 +257,7 @@ loc0: } // force lightmap upload if (stained) - surface->cached_dlight = true; + model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true; } } @@ -297,9 +287,9 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int int n; float fcolor[8]; entity_render_t *ent; - model_t *model; + dp_model_t *model; vec3_t org; - if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) + if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -310,7 +300,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); + R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl.num_brushmodel_entities;n++) @@ -337,51 +327,59 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -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; + qboolean isvis; 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_DepthRange(0, 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); - qglDisable(GL_CULL_FACE);CHECKGLERROR + GL_CullFace(GL_NONE); R_Mesh_Matrix(&identitymatrix); numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_ColorPointer(NULL); + R_Mesh_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); + R_SetupGenericShader(false); - i = surfacenumber; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), - 0.125f); + isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex); + + i = surfacelist[0] >> 1; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale, + isvis ? 0.125f : 0.03125f); 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);CHECKGLERROR + R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0); } // LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(void) +void R_DrawPortals(void) { int i, leafnum; mportal_t *portal; float center[3], f; - model_t *model = r_refdef.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; if (model == NULL) return; - for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) + for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++) { - if (r_worldleafvisible[leafnum]) + if (r_refdef.viewcache.world_leafvisible[leafnum]) { //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) - for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) + for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) if (!R_CullBox(portal->mins, portal->maxs)) @@ -391,61 +389,84 @@ static void R_DrawPortals(void) VectorAdd(center, portal->points[i].position, center); f = ixtable[portal->numpoints]; VectorScale(center, f, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight); } } } } } -void R_WorldVisibility(void) +void R_View_WorldVisibility(qboolean forcenovis) { int i, j, *mark; mleaf_t *leaf; mleaf_t *viewleaf; - model_t *model = r_refdef.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; if (!model) return; + if (r_refdef.view.usecustompvs) + { + // clear the visible surface and leaf flags arrays + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + r_refdef.viewcache.world_novis = false; + + // simply cull each marked leaf to the frustum (view pyramid) + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_refdef.viewcache.world_surfacevisible[*mark] = true; + } + } + return; + } + // if possible find the leaf the view origin is in - viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL; // if possible fetch the visible cluster bits if (!r_lockpvs.integer && model->brush.FatPVS) - model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false); if (!r_lockvisibility.integer) { // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->num_surfaces); - memset(r_worldleafvisible, 0, model->brush.num_leafs); + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); - r_worldnovis = false; + r_refdef.viewcache.world_novis = false; // if floating around in the void (no pvs data available, and no // portals available), simply use all on-screen leafs. - if (!viewleaf || viewleaf->clusterindex < 0) + if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis) { // no visibility method: (used when floating around in the void) // simply cull each leaf to the frustum (view pyramid) // similar to quake's RecursiveWorldNode but without cache misses - r_worldnovis = true; + r_refdef.viewcache.world_novis = true; for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces if (!R_CullBox(leaf->mins, leaf->maxs)) { - renderstats.world_leafs++; - r_worldleafvisible[j] = true; + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } - // if the user prefers to disable portal culling (testing?), simply - // use all on-screen leafs that are in the pvs. - else if (!r_useportalculling.integer) + // just check if each leaf in the PVS is on screen + // (unless portal culling is enabled) + 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, @@ -454,17 +475,17 @@ void R_WorldVisibility(void) for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { - renderstats.world_leafs++; - r_worldleafvisible[j] = true; + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } - // otherwise use a recursive portal flow, culling each portal to + // if desired use a recursive portal flow, culling each portal to // frustum and checking if the leaf the portal leads to is in the pvs else { @@ -482,13 +503,15 @@ void R_WorldVisibility(void) leafstackpos = 1; while (leafstackpos) { - renderstats.world_leafs++; leaf = leafstack[--leafstackpos]; - r_worldleafvisible[leaf - model->brush.data_leafs] = true; + if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) + continue; + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; // mark any surfaces bounding this leaf if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; // follow portals into other leafs // the checks are: // if viewer is behind portal (portal faces outward into the scene) @@ -498,53 +521,139 @@ void R_WorldVisibility(void) // (the first two checks won't cause as many cache misses as the leaf checks) for (p = leaf->portals;p;p = p->next) { - renderstats.world_portals++; - if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) + r_refdef.stats.world_portals++; + if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1) + && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs] + && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex) + && !R_CullBox(p->mins, p->maxs) + && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0]))) leafstack[leafstackpos++] = p->past; } } } } - - if (r_drawportals.integer) - R_DrawPortals(); } void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; - R_DrawSurfaces(ent, true); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(true, true, false, false); + else + R_DrawModelSurfaces(ent, true, true, false, false); +} + +extern void R_Water_AddWaterPlane(msurface_t *surface); +void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent) +{ + int i, j, flagsmask; + dp_model_t *model = ent->model; + msurface_t *surfaces; + if (model == NULL) + return; + + if (ent == r_refdef.scene.worldentity) + RSurf_ActiveWorldEntity(); + else + RSurf_ActiveModelEntity(ent, false, false); + + surfaces = model->data_surfaces; + flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION; + + // add visible surfaces to draw list + if (ent == r_refdef.scene.worldentity) + { + for (i = 0;i < model->nummodelsurfaces;i++) + { + j = model->sortedmodelsurfaces[i]; + if (r_refdef.viewcache.world_surfacevisible[j]) + if (surfaces[j].texture->basematerialflags & flagsmask) + R_Water_AddWaterPlane(surfaces + j); + } + } + else + { + for (i = 0;i < model->nummodelsurfaces;i++) + { + j = model->sortedmodelsurfaces[i]; + if (surfaces[j].texture->basematerialflags & flagsmask) + R_Water_AddWaterPlane(surfaces + j); + } + } + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Q1BSP_Draw(entity_render_t *ent) { - model_t *model = ent->model; + dp_model_t *model = ent->model; if (model == NULL) return; - R_DrawSurfaces(ent, false); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, true, false, false); + else + R_DrawModelSurfaces(ent, false, true, false, false); +} + +void R_Q1BSP_DrawDepth(entity_render_t *ent) +{ + dp_model_t *model = ent->model; + if (model == NULL) + return; + GL_ColorMask(0,0,0,0); + GL_Color(1,1,1,1); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + R_SetupDepthOrShadowShader(); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, true, false); + else + R_DrawModelSurfaces(ent, false, false, true, false); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); +} + +void R_Q1BSP_DrawDebug(entity_render_t *ent) +{ + if (ent->model == NULL) + return; + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, false, true); + else + R_DrawModelSurfaces(ent, false, false, false, true); } 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; + unsigned char *outshadowtrispvs; + unsigned char *outlighttrispvs; int outnumsurfaces; vec3_t outmins; vec3_t outmaxs; vec3_t lightmins; vec3_t lightmaxs; const unsigned char *pvs; + qboolean svbsp_active; + qboolean svbsp_insertoccluder; + int numfrustumplanes; + const mplane_t *frustumplanes; } r_q1bsp_getlightinfo_t; -void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) +static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) { int sides; mleaf_t *leaf; @@ -555,22 +664,73 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) // return; if (!plane) break; + //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) + // return; if (plane->type < 3) - sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1)); - else - sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); - if (sides == 3) { - R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); - node = node->children[1]; + if (info->lightmins[plane->type] > plane->dist) + node = node->children[0]; + else if (info->lightmaxs[plane->type] < plane->dist) + node = node->children[1]; + else if (info->relativelightorigin[plane->type] >= plane->dist) + { + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; + } + else + { + R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]); + node = node->children[0]; + } } - else if (sides == 0) - return; // ERROR: NAN bounding box! else - node = node->children[sides - 1]; + { + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); + if (sides == 3) + { + // recurse front side first because the svbsp building prefers it + if (PlaneDist(info->relativelightorigin, plane) >= 0) + { + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; + } + else + { + R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]); + node = node->children[0]; + } + } + else if (sides == 0) + return; // ERROR: NAN bounding box! + else + node = node->children[sides - 1]; + } } + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes)) + return; leaf = (mleaf_t *)node; - if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) + if (info->svbsp_active) + { + int i; + mportal_t *portal; + double points[128][3]; + for (portal = leaf->portals;portal;portal = portal->next) + { + for (i = 0;i < portal->numpoints;i++) + VectorCopy(portal->points[i].position, points[i]); + if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2) + break; + } + if (portal == NULL) + return; // no portals of this leaf visible + } + else + { + if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex)) + return; + } + // inserting occluders does not alter the leaf info + if (!info->svbsp_insertoccluder) { info->outmins[0] = min(info->outmins[0], leaf->mins[0]); info->outmins[1] = min(info->outmins[1], leaf->mins[1]); @@ -587,40 +747,177 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) info->outleaflist[info->outnumleafs++] = leafindex; } } - if (info->outsurfacepvs) + } + if (info->outsurfacepvs) + { + int leafsurfaceindex; + int surfaceindex; + int triangleindex, t; + int currentmaterialflags; + msurface_t *surface; + const int *e; + const vec_t *v[3]; + double v2[3][3]; + for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) { - int leafsurfaceindex; - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) + surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) { - int surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + surface = info->model->data_surfaces + surfaceindex; + currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; + if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs) + && (!info->svbsp_insertoccluder || !(currentmaterialflags & MATERIALFLAG_NOSHADOW))) { - msurface_t *surface = info->model->data_surfaces + surfaceindex; - if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) + qboolean addedtris = false; + qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs); + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) { - int triangleindex, t; - const int *e; - const vec_t *v[3]; - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) + v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; + if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs)) { - v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + if (info->svbsp_insertoccluder) { - SETPVSBIT(info->outsurfacepvs, surfaceindex); - info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; - break; + if (!(currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2])) + continue; + if (currentmaterialflags & MATERIALFLAG_NOSHADOW) + continue; + VectorCopy(v[0], v2[0]); + VectorCopy(v[1], v2[1]); + VectorCopy(v[2], v2[2]); + if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2)) + continue; + addedtris = true; + } + else + { + if (info->svbsp_active) + { + VectorCopy(v[0], v2[0]); + VectorCopy(v[1], v2[1]); + VectorCopy(v[2], v2[2]); + if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2)) + continue; + } + if (currentmaterialflags & MATERIALFLAG_NOCULLFACE) + { + // if the material is double sided we + // can't cull by direction + SETPVSBIT(info->outlighttrispvs, t); + addedtris = true; + if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW)) + SETPVSBIT(info->outshadowtrispvs, t); + } + else if (r_shadow_frontsidecasting.integer) + { + // front side casting occludes backfaces, + // so they are completely useless as both + // casters and lit polygons + if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2])) + continue; + SETPVSBIT(info->outlighttrispvs, t); + addedtris = true; + if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW)) + SETPVSBIT(info->outshadowtrispvs, t); + } + else + { + // back side casting does not occlude + // anything so we can't cull lit polygons + SETPVSBIT(info->outlighttrispvs, t); + addedtris = true; + if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(currentmaterialflags & MATERIALFLAG_NOSHADOW)) + SETPVSBIT(info->outshadowtrispvs, t); + } } } } + if (addedtris) + { + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + } } } } } } -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) +static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp) +{ + if (use_svbsp) + { + double origin[3]; + VectorCopy(info->relativelightorigin, origin); + if (!r_svbsp.nodes) + { + r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18); + 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; + for (;;) + { + SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes); + R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes); + // if that failed, retry with more nodes + if (r_svbsp.ranoutofnodes) + { + // an upper limit is imposed + if (r_svbsp.maxnodes >= 2<<22) + break; + Mem_Free(r_svbsp.nodes); + r_svbsp.maxnodes *= 2; + r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t)); + } + else + break; + } + // now clear the surfacepvs array because we need to redo it + memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3); + info->outnumsurfaces = 0; + } + else + info->svbsp_active = false; + + // we HAVE to mark the leaf the light is in as lit, because portals are + // irrelevant to a leaf that the light source is inside of + // (and they are all facing away, too) + { + mnode_t *node = info->model->brush.data_nodes; + mleaf_t *leaf; + while (node->plane) + node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist]; + leaf = (mleaf_t *)node; + info->outmins[0] = min(info->outmins[0], leaf->mins[0]); + info->outmins[1] = min(info->outmins[1], leaf->mins[1]); + info->outmins[2] = min(info->outmins[2], leaf->mins[2]); + 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->outleafpvs) + { + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) + { + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; + } + } + } + + info->svbsp_insertoccluder = false; + R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes); + if (developer.integer >= 100 && use_svbsp) + { + Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes); + Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected); + Con_Printf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected); + } +} + +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, int numfrustumplanes, const mplane_t *frustumplanes) { r_q1bsp_getlightinfo_t info; VectorCopy(relativelightorigin, info.relativelightorigin); @@ -643,34 +940,51 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa info.outleaflist = outleaflist; info.outleafpvs = outleafpvs; info.outnumleafs = 0; + info.visitingleafpvs = visitingleafpvs; info.outsurfacelist = outsurfacelist; info.outsurfacepvs = outsurfacepvs; + info.outshadowtrispvs = outshadowtrispvs; + info.outlighttrispvs = outlighttrispvs; info.outnumsurfaces = 0; + info.numfrustumplanes = numfrustumplanes; + info.frustumplanes = frustumplanes; 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.GetPVS) + if (info.model->brush.shadowmesh) + memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3); + else + memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3); + memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3); + if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer) info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin); else info.pvs = NULL; - R_UpdateAllTextureInfo(ent); - if (r_shadow_compilingrtlight) + RSurf_ActiveWorldEntity(); + + 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); + 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_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); + 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 { - // use BSP recursion as lights are often small - R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes); + // recurse the bsp tree, checking leafs and surfaces for visibility + // optionally using svbsp for exact culling of compiled lights + // (or if the user enables dlight svbsp culling, which is mostly for + // debugging not actual use) + R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0); } + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + // limit combined leaf box to light boundaries outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]); outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]); @@ -683,200 +997,303 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumsurfacespointer = info.outnumsurfaces; } -void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +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 = lightradius + model->radius*2 + r_shadow_projectdistance.value; - texture_t *texture; - r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; + r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->data_surfaces + surfacelist[surfacelistindex]; - texture = surface->texture; - if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) - continue; - if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) + if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW) continue; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, 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, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); - 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(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist) -{ - int texturesurfaceindex; - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + 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, ent->mins, ent->maxs); + r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true); } -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +extern cvar_t r_polygonoffset_submodel_factor; +extern cvar_t r_polygonoffset_submodel_offset; +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; - msurface_t *surface; + dp_model_t *model = ent->model; + const msurface_t *surface; int modelsurfacelistindex; - int f = 0; - float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; - texture_t *t = NULL; - const int maxsurfacelist = 1024; - int numsurfacelist = 0; - msurface_t *surfacelist[1024]; + float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; // check the box in modelspace, it was already checked in worldspace if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) return; - R_UpdateAllTextureInfo(ent); + if (ent->model->brush.submodel) + GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value); if (model->brush.shadowmesh) { R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; - t = surface->texture->currentframe; - if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) - continue; - if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) + if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW) 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); + 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, lightradius + model->radius + 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 { projectdistance = lightradius + model->radius*2; - RSurf_ActiveEntity(ent); R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); // identify lit faces within the bounding box for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; - if (t != surface->texture || numsurfacelist >= maxsurfacelist) - { - if (numsurfacelist) - { - R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); - numsurfacelist = 0; - } - t = surface->texture; - rsurface_texture = t->currentframe; - f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL; - } - if (f && surface->num_triangles) - surfacelist[numsurfacelist++] = surface; + rsurface.texture = R_GetCurrentTexture(surface->texture); + 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.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); } - if (numsurfacelist) - 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); + 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); } -static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) +void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist) { - msurface_t *surface = ent->model->data_surfaces + surfacenumber; - R_UpdateTextureInfo(ent, surface->texture); - R_Shadow_RenderMode_Begin(); - R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight); - R_Shadow_RenderMode_Lighting(false, true); - R_Shadow_SetupEntityLight(ent); - rsurface_texture = surface->texture->currentframe; - R_Shadow_RenderSurfacesLighting(1, &surface); - R_Shadow_RenderMode_End(); + dp_model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex; + int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0; + int i; + r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals); + } + R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist); + r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true); + r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks; + for(i = 0;i<6;i++) + if(!sidetotals[i]) + r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i); +} + +void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs) +{ + dp_model_t *model = ent->model; + const msurface_t *surface, *batch[1024]; + int modelsurfacelistindex, batchsize; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) + return; + // identify lit faces within the bounding box + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) + { + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side))) + continue; + rsurface.texture = R_GetCurrentTexture(surface->texture); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) + continue; + if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) + continue; + r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles; + r_refdef.stats.lights_shadowtriangles += surface->num_triangles; + batch[0] = surface; + batchsize = 1; + while(++modelsurfacelistindex < modelnumsurfaces && batchsize < (int)(sizeof(batch)/sizeof(batch[0]))) + { + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side))) + continue; + if (surface->texture != batch[0]->texture) + break; + if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) + continue; + r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles; + r_refdef.stats.lights_shadowtriangles += surface->num_triangles; + batch[batchsize++] = surface; + } + --modelsurfacelistindex; + GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back); + RSurf_PrepareVerticesForBatch(false, false, batchsize, batch); + RSurf_DrawBatch_Simple(batchsize, batch); + GL_LockArrays(0, 0); + } } -static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist) +#define BATCHSIZE 1024 + +static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int batchsurfaceindex; - msurface_t *batchsurface; - vec3_t tempcenter, center; - for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++) - { - batchsurface = batchsurfacelist[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(&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); + int i, j, endsurface; + texture_t *t; + const msurface_t *surface; + // note: in practice this never actually receives batches), oh well + R_Shadow_RenderMode_Begin(); + R_Shadow_RenderMode_ActiveLight(rtlight); + R_Shadow_RenderMode_Lighting(false, true, false); + R_Shadow_SetupEntityLight(ent); + for (i = 0;i < numsurfaces;i = j) + { + j = i + 1; + surface = rsurface.modelsurfaces + surfacelist[i]; + t = surface->texture; + rsurface.texture = R_GetCurrentTexture(t); + endsurface = min(j + BATCHSIZE, numsurfaces); + for (j = i;j < endsurface;j++) + { + surface = rsurface.modelsurfaces + surfacelist[j]; + if (t != surface->texture) + break; + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s); + } } + R_Shadow_RenderMode_End(); } -#define RSURF_MAX_BATCHSURFACES 1024 +#define RSURF_MAX_BATCHSURFACES 8192 -void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist) +void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs) { - model_t *model = ent->model; - msurface_t *surface; - int surfacelistindex, batchnumsurfaces; + dp_model_t *model = ent->model; + const msurface_t *surface; + int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle; + qboolean usebufferobject, culltriangles; + const int *element3i; msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; + int batchelements[BATCHSIZE*3]; texture_t *tex; - qboolean skip; CHECKGLERROR - RSurf_ActiveEntity(ent); - R_UpdateAllTextureInfo(ent); - tex = NULL; - rsurface_texture = NULL; - skip = false; - batchnumsurfaces = 0; - CHECKGLERROR - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW); + element3i = rsurface.modelelement3i; + // 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 + // so some processing is necessary. (luckily models have few surfaces) + for (i = 0;i < numsurfaces;) { - if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])) + batchnumsurfaces = 0; + endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces); + if (ent == r_refdef.scene.worldentity) + { + for (;i < endsurface;i++) + if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]]) + batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; + } + else + { + for (;i < endsurface;i++) + batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; + } + if (!batchnumsurfaces) continue; - surface = model->data_surfaces + surfacelist[surfacelistindex]; - renderstats.lights_lighttriangles += surface->num_triangles; - if (tex != surface->texture) + for (k = 0;k < batchnumsurfaces;k = kend) { - if (batchnumsurfaces > 0) - { - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) - R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); - else - R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); - batchnumsurfaces = 0; - } + surface = batchsurfacelist[k]; tex = surface->texture; - rsurface_texture = surface->texture->currentframe; - skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; - if (skip) + rsurface.texture = R_GetCurrentTexture(tex); + // gather surfaces into a batch range + for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++) + ; + // now figure out what to do with this particular range of surfaces + if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL)) continue; - } - if (!skip && surface->num_triangles) - { - if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) + continue; + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) - R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + vec3_t tempcenter, center; + for (l = k;l < kend;l++) + { + surface = batchsurfacelist[l]; + 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_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); + } + continue; + } + batchnumtriangles = 0; + batchfirsttriangle = surface->num_firsttriangle; + m = 0; // hush warning + for (l = k;l < kend;l++) + { + surface = batchsurfacelist[l]; + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++) + { + if (trispvs) + { + if (!CHECKPVSBIT(trispvs, m)) + { + usebufferobject = false; + continue; + } + } + else if (culltriangles) + { + if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.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; + } + } + if (batchnumtriangles >= BATCHSIZE) + { + r_refdef.stats.lights_lighttriangles += batchnumtriangles; + Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); + // use the element buffer if all triangles are consecutive + if (m == batchfirsttriangle + batchnumtriangles) + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s); + else + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0); + usebufferobject = true; + batchnumtriangles = 0; + batchfirsttriangle = m; + } + batchelements[batchnumtriangles*3+0] = element3i[m*3+0]; + batchelements[batchnumtriangles*3+1] = element3i[m*3+1]; + batchelements[batchnumtriangles*3+2] = element3i[m*3+2]; + batchnumtriangles++; + } + } + if (batchnumtriangles > 0) + { + r_refdef.stats.lights_lighttriangles += batchnumtriangles; + Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); + // use the element buffer if all triangles are consecutive + if (m == batchfirsttriangle + batchnumtriangles) + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s); else - R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); - batchnumsurfaces = 0; + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0); } - batchsurfacelist[batchnumsurfaces++] = surface; } } - if (batchnumsurfaces > 0) - { - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) - R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); - else - R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); - batchnumsurfaces = 0; - } - qglEnable(GL_CULL_FACE);CHECKGLERROR } //Made by [515] void R_ReplaceWorldTexture (void) { - model_t *m; + dp_model_t *m; texture_t *t; int i; const char *r, *newt; - m = r_refdef.worldmodel; + skinframe_t *skinframe; + if (!r_refdef.scene.worldmodel) + { + if (gamemode != GAME_BLOODOMNICIDE) + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; if(Cmd_Argc() < 2) { @@ -886,7 +1303,8 @@ void R_ReplaceWorldTexture (void) } if(!cl.islocalgame || !cl.worldmodel) { - Con_Print("This command works only in singleplayer\n"); + if (gamemode != GAME_BLOODOMNICIDE) + Con_Print("This command works only in singleplayer\n"); return; } r = Cmd_Argv(1); @@ -895,17 +1313,20 @@ void R_ReplaceWorldTexture (void) newt = r; for(i=0,t=m->data_textures;inum_textures;i++,t++) { - if(t->width && !strcasecmp(t->name, r)) + if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) ) { - if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer)) + if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true))) { - Con_Printf("%s replaced with %s\n", r, newt); - return; +// t->skinframes[0] = skinframe; + t->currentskinframe = skinframe; + t->currentskinframe = skinframe; + if (gamemode != GAME_BLOODOMNICIDE) + Con_Printf("%s replaced with %s\n", r, newt); } else { - Con_Printf("%s was not found\n", newt); - Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default + if (gamemode != GAME_BLOODOMNICIDE) + Con_Printf("%s was not found\n", newt); return; } } @@ -915,14 +1336,19 @@ void R_ReplaceWorldTexture (void) //Made by [515] void R_ListWorldTextures (void) { - model_t *m; + dp_model_t *m; texture_t *t; int i; - m = r_refdef.worldmodel; + if (!r_refdef.scene.worldmodel) + { + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; Con_Print("Worldmodel textures :\n"); for(i=0,t=m->data_textures;inum_textures;i++,t++) - if(t->skin.base != r_texture_notexture) + if (t->numskinframes) Con_Printf("%s\n", t->name); } @@ -944,14 +1370,13 @@ void GL_Surf_Init(void) { Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_lockpvs); Cvar_RegisterVariable(&r_lockvisibility); Cvar_RegisterVariable(&r_useportalculling); Cvar_RegisterVariable(&r_q3bsp_renderskydepth); - Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515] - Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515] + Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); + Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }