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;
/*
===============
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];
// 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;
// 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++)
{
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)
{
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;
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)
// 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
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;
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)
}
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);
}
}
}
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++)
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);
}
}