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_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
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
R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
- for (n = 0;n < cl_num_brushmodel_entities;n++)
+ for (n = 0;n < cl.num_brushmodel_entities;n++)
{
- ent = &cl_entities[cl_brushmodel_entities[n]].render;
+ ent = &cl.entities[cl.brushmodel_entities[n]].render;
model = ent->model;
if (model && model->name[0] == '*')
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
memset(&m, 0, sizeof(m));
m.pointer_vertex = varray_vertex3f;
{
if (ent->model == NULL)
return;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, true);
+ R_DrawSurfaces(ent, true);
}
void R_Q1BSP_Draw(entity_render_t *ent)
model_t *model = ent->model;
if (model == NULL)
return;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, false);
- if (r_drawcollisionbrushes.integer >= 1 && model->brush.num_brushes)
+ R_DrawSurfaces(ent, false);
+ if (r_showcollisionbrushes.integer && model->brush.num_brushes && !r_showtrispass)
{
int i;
msurface_t *surface;
R_Mesh_Matrix(&ent->matrix);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
- GL_DepthTest(true);
- qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ qglPolygonOffset(r_showcollisionbrushes_polygonfactor.value, r_showcollisionbrushes_polygonoffset.value);
for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
if (brush->colbrushf && brush->colbrushf->numtriangles)
R_DrawCollisionBrush(brush->colbrushf);
R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
node = node->children[1];
}
+ else if (sides == 0)
+ return; // ERROR: NAN bounding box!
else
node = node->children[sides - 1];
}
extern float *rsurface_svector3f;
extern float *rsurface_tvector3f;
extern float *rsurface_normal3f;
-extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
return;
- if (r_drawcollisionbrushes.integer >= 2)
- return;
R_UpdateAllTextureInfo(ent);
if (model->brush.shadowmesh)
{
texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
continue;
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
// identify lit faces within the bounding box
R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
R_Shadow_RenderMode_End();
}
+static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+{
+ 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(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - ent->model->data_surfaces, r_shadow_rtlight);
+ }
+}
+
#define RSURF_MAX_BATCHSURFACES 1024
void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
vec3_t modelorg;
texture_t *tex;
qboolean skip;
- if (r_drawcollisionbrushes.integer >= 2)
- return;
R_UpdateAllTextureInfo(ent);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
tex = NULL;
if (batchnumsurfaces > 0)
{
if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
- {
- int batchsurfaceindex;
- for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
- {
- msurface_t *batchsurface = batchsurfacelist[batchsurfaceindex];
- vec3_t tempcenter, center;
- 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 - ent->model->data_surfaces, r_shadow_rtlight);
- }
- }
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
else
R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
batchnumsurfaces = 0;
if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
{
if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
- {
- int batchsurfaceindex;
- for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
- {
- msurface_t *batchsurface = batchsurfacelist[batchsurfaceindex];
- vec3_t tempcenter, center;
- 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 - ent->model->data_surfaces, r_shadow_rtlight);
- }
- }
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
else
R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
batchnumsurfaces = 0;
}
if (batchnumsurfaces > 0)
{
- R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
batchnumsurfaces = 0;
}
qglEnable(GL_CULL_FACE);
Cvar_RegisterVariable(&r_lockpvs);
Cvar_RegisterVariable(&r_lockvisibility);
Cvar_RegisterVariable(&r_useportalculling);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515]