]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
fix really stupid typo in SV_Move code, this cures the 'monsters walking through...
[xonotic/darkplaces.git] / gl_rsurf.c
index 731eda08637b3f3bb982c7fef4cfa5e038616760..e90680c252f4edc85fd70ab2658d92dcf0d879f0 100644 (file)
@@ -40,6 +40,8 @@ unsigned char r_pvsbits[(32768+7)>>3];
 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;
 
 /*
 ===============
@@ -53,6 +55,7 @@ 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];
 
@@ -67,7 +70,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 
 // set to full bright if no light data
        bl = intblocklights;
-       if (!ent->model->brushq1.lightdata)
+       if (!model->brushq1.lightdata)
        {
                for (i = 0;i < size3;i++)
                        bl[i] = 255*256;
@@ -91,7 +94,7 @@ 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 (ent->model->brushq1.lightmaprgba)
+       if (model->brushq1.lightmaprgba)
        {
                for (i = 0;i < size;i++)
                {
@@ -140,7 +143,7 @@ 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 (ent->model->brushq1.lightmaprgba)
+               if (model->brushq1.lightmaprgba)
                {
                        for (i = 0;i < size;i++, bl += 3)
                        {
@@ -215,12 +218,12 @@ loc0:
                        smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
                        tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
 
-                       impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
-                       impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
+                       impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
+                       impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
 
                        s = bound(0, impacts, smax * 16) - impacts;
                        t = bound(0, impactt, tmax * 16) - impactt;
-                       i = s * s + t * t + dist2;
+                       i = (int)(s * s + t * t + dist2);
                        if (i > maxdist)
                                continue;
 
@@ -417,6 +420,8 @@ void R_WorldVisibility(void)
                memset(r_worldsurfacevisible, 0, model->num_surfaces);
                memset(r_worldleafvisible, 0, model->brush.num_leafs);
 
+               r_worldnovis = 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)
@@ -424,6 +429,7 @@ void R_WorldVisibility(void)
                        // 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;
                        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
@@ -700,12 +706,6 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
 }
 
-extern float *rsurface_vertex3f;
-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, 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)
 {
        model_t *model = ent->model;
@@ -713,9 +713,9 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        int surfacelistindex;
        float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
        vec3_t modelorg;
-       texture_t *texture;
+       texture_t *texture, *currentexture = NULL;
        // check the box in modelspace, it was already checked in worldspace
-       if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+       if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
                return;
        R_UpdateAllTextureInfo(ent);
        if (model->brush.shadowmesh)
@@ -735,20 +735,26 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        }
        else
        {
-               projectdistance = lightradius + ent->model->radius*2;
+               projectdistance = lightradius + model->radius*2;
                Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       // FIXME: get current skin
-                       texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
+                       texture = surface->texture->currentframe;
                        if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
                                continue;
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+                       if (currentexture != texture)
+                       {
+                               currentexture = texture;
+                               RSurf_PrepareForBatch(ent, texture, modelorg);
+                               RSurf_SetPointersForPass(false, false);
+                       }
+                       if (rsurface_dynamicvertex)
+                               RSurf_PrepareDynamicSurfaceVertices(surface);
                        // 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_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+                       R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, relativelightorigin, 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, projectdistance, numshadowmark, shadowmarklist);
                }
        }
 }
@@ -770,6 +776,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, in
 static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
 {
        int batchsurfaceindex;
+       model_t *model = ent->model;
        msurface_t *batchsurface;
        vec3_t tempcenter, center;
        for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
@@ -779,7 +786,7 @@ static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, textu
                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_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight);
        }
 }