]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Replaced all calls to str[n]cat and strncpy by calls to strlcat and strlcpy respectively
[xonotic/darkplaces.git] / gl_rmain.c
index 00ef5aa0cc6a69e5ff45e9db4fe71c6784e910ae..f760fa9d588461876c8dcc24e4ce994d256e1e81 100644 (file)
@@ -791,9 +791,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                {
                        if (modellighting)
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-                       else
+                       else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
                        {
-                               if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture)
+                               if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
                                {
                                        if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
                                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
@@ -2225,10 +2225,12 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        }
 }
 
-int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
 {
        int i;
        float *vertex3f;
+       float v[3];
+       VectorSet(v, x, y, z);
        for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
                if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
                        break;
@@ -2249,12 +2251,33 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
 {
        int i;
        int *e, element[3];
-       element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
-       element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
+       element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
        e = mesh->element3i + mesh->numtriangles * 3;
        for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
        {
-               element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+               element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
+               if (mesh->numtriangles < mesh->maxtriangles)
+               {
+                       *e++ = element[0];
+                       *e++ = element[1];
+                       *e++ = element[2];
+                       mesh->numtriangles++;
+               }
+               element[1] = element[2];
+       }
+}
+
+void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+{
+       int i;
+       int *e, element[3];
+       element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+       element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+       e = mesh->element3i + mesh->numtriangles * 3;
+       for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
+       {
+               element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
                if (mesh->numtriangles < mesh->maxtriangles)
                {
                        *e++ = element[0];
@@ -2266,29 +2289,37 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
        }
 }
 
+#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
 {
        int planenum, planenum2;
        int w;
        int tempnumpoints;
        mplane_t *plane, *plane2;
-       float temppoints[2][256*3];
+       double maxdist;
+       double temppoints[2][256*3];
+       // figure out how large a bounding box we need to properly compute this brush
+       maxdist = 0;
+       for (w = 0;w < numplanes;w++)
+               maxdist = max(maxdist, planes[w].dist);
+       // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
+       maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
        for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
        {
                w = 0;
                tempnumpoints = 4;
-               PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+               PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], maxdist);
                for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
                {
                        if (planenum2 == planenum)
                                continue;
-                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
+                       PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
                        w = !w;
                }
                if (tempnumpoints < 3)
                        continue;
                // generate elements forming a triangle fan for this polygon
-               R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+               R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
        }
 }
 
@@ -2681,7 +2712,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                for (i = 0;i < 4;i++)
                                        Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
                                for (i = 0;i < 4;i++)
-                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                        }
                        Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
                        Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);