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most noticably an attempt at vertex arrays, but also includes an optimisation to the normal rendering to give an extra frame per second,,, I was hoping for more. Also small fix for q2 transparent surfaces.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@140 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-09-04 18:15:18 +00:00
parent 420ab4ba75
commit 12c8cef385

View file

@ -25,6 +25,12 @@ extern lightmapinfo_t **lightmap;
extern model_t *currentmodel; extern model_t *currentmodel;
int r_shadowframe;
int shadowsurfcount;
int shadowedgecount;
int shadowlightfaces;
//#define glBegin glEnd //#define glBegin glEnd
@ -44,6 +50,7 @@ int firstedge;
vec3_t lightorg = {0, 0, 0}; vec3_t lightorg = {0, 0, 0};
float lightradius; float lightradius;
#ifndef WORLDVERTEXARRAYS
static void PPL_BaseTextureChain(msurface_t *first) static void PPL_BaseTextureChain(msurface_t *first)
{ {
extern int *deluxmap_textures; extern int *deluxmap_textures;
@ -67,7 +74,7 @@ static void PPL_BaseTextureChain(msurface_t *first)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (t->gl_texturenum); GL_Bind (t->gl_texturenum);
for (; s ; s=s->texturechain) for (; s ; s=s->texturechain)
EmitWaterPolys (s); EmitWaterPolys (s, r_wateralphaval);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glColor4f(1,1,1, 1); glColor4f(1,1,1, 1);
@ -359,6 +366,428 @@ static void PPL_BaseTextureChain(msurface_t *first)
} }
} }
} }
#else //vertex arrays
typedef struct {
float xyz[3];
float stw[2];
float stl[2];
} surfvertexarray_t;
#define MAXARRAYVERTS 512
static surfvertexarray_t varray_v[MAXARRAYVERTS];
static int vararry_i[MAXARRAYVERTS];
int varray_ic;
int varray_vc;
#define inline static
inline void PPL_EnableVertexArrays(void)
{
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 7*sizeof(float), varray_v->xyz);
}
inline void PPL_FlushArrays(void)
{
if (varray_ic)
glDrawElements(GL_TRIANGLES, varray_ic, GL_UNSIGNED_INT, vararry_i);
varray_ic = 0;
varray_vc = 0;
}
static void PPL_GenerateArrays(msurface_t *surf)
{
glpoly_t *p;
int vi;
int vc_s;
float *v;
for (p = surf->polys; p; p=p->next)
{
if (varray_ic + p->numverts*3>MAXARRAYVERTS)
{
PPL_FlushArrays();
}
vc_s = varray_vc;
v = p->verts[0];
varray_v[varray_vc].xyz[0] = v[0];
varray_v[varray_vc].xyz[1] = v[1];
varray_v[varray_vc].xyz[2] = v[2];
varray_v[varray_vc].stw[0] = v[3];
varray_v[varray_vc].stw[1] = v[4];
varray_v[varray_vc].stl[0] = v[5];
varray_v[varray_vc].stl[1] = v[6];
varray_vc++;
v += VERTEXSIZE;
varray_v[varray_vc].xyz[0] = v[0];
varray_v[varray_vc].xyz[1] = v[1];
varray_v[varray_vc].xyz[2] = v[2];
varray_v[varray_vc].stw[0] = v[3];
varray_v[varray_vc].stw[1] = v[4];
varray_v[varray_vc].stl[0] = v[5];
varray_v[varray_vc].stl[1] = v[6];
varray_vc++;
v += VERTEXSIZE;
for (vi=2 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
vararry_i[varray_ic] = vc_s;
vararry_i[varray_ic+1] = varray_vc-1;
vararry_i[varray_ic+2] = varray_vc;
varray_ic+=3;
varray_v[varray_vc].xyz[0] = v[0];
varray_v[varray_vc].xyz[1] = v[1];
varray_v[varray_vc].xyz[2] = v[2];
varray_v[varray_vc].stw[0] = v[3];
varray_v[varray_vc].stw[1] = v[4];
varray_v[varray_vc].stl[0] = v[5];
varray_v[varray_vc].stl[1] = v[6];
varray_vc++;
}
}
}
static void PPL_BaseTextureChain(msurface_t *first)
{
extern int *deluxmap_textures;
extern cvar_t gl_bump;
texture_t *t;
msurface_t *s = first;
int vi;
glRect_t *theRect;
glpoly_t *p;
float *v;
glEnable(GL_TEXTURE_2D);
t = GLR_TextureAnimation (s->texinfo->texture);
if (s->flags & SURF_DRAWTURB)
{
/*
GL_DisableMultitexture();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (t->gl_texturenum);
for (; s ; s=s->texturechain)
EmitWaterPolys (s);
glDisable(GL_BLEND);
glColor4f(1,1,1, 1);
t->texturechain = NULL; //no lighting effects. (good job these don't animate eh?)
*/ return;
}
if (s->lightmaptexturenum < 0) //no lightmap
{
/* GL_DisableMultitexture();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_Bind (t->gl_texturenum);
for (; s ; s=s->texturechain)
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
}
*/ }
else if (!gl_mtexarbable)
{ //multitexture isn't supported.
/* glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_Bind (t->gl_texturenum);
for (s = first; s ; s=s->texturechain)
{
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
}
}
glEnable(GL_BLEND);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f (0,0,0,1);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (gl_lightmap_format == GL_RGBA)
{
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
}
for (s = first; s ; s=s->texturechain)
{
vi = s->lightmaptexturenum;
// Binds lightmap to texenv 1
GL_Bind (lightmap_textures[vi]);
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
}
*/ }
else
{
if (gl_bump.value && currentmodel->deluxdata && t->gl_texturenumbumpmap)
{
PPL_EnableVertexArrays();
qglActiveTextureARB(GL_TEXTURE0_ARB);
//Bind normal map to texture unit 0
GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stw);
qglActiveTextureARB(GL_TEXTURE1_ARB); //the deluxmap
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stl);
//we now have normalmap.deluxmap on the screen.
if (gl_mtexarbable>=4) //go the whole hog. bumpmapping in one pass.
{
//continue going to give (normalmap.deluxemap)*texture*lightmap.
qglActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_Bind (t->gl_texturenum);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stw);
qglActiveTextureARB(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stl);
vi = -1;
for (; s ; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
qglActiveTextureARB(GL_TEXTURE1_ARB);
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
if (lightmap[vi]->deluxmodified)
{
lightmap[vi]->deluxmodified = false;
theRect = &lightmap[vi]->deluxrectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
qglActiveTextureARB(GL_TEXTURE3_ARB);
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
PPL_GenerateArrays(s);
PPL_FlushArrays();
}
qglActiveTextureARB(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_2D);
qglActiveTextureARB(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
qglActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
qglActiveTextureARB(GL_TEXTURE0_ARB); //the deluxmap
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
return;
}
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (; s ; s=s->texturechain)
{
vi = s->lightmaptexturenum;
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
if (lightmap[vi]->deluxmodified)
{
lightmap[vi]->deluxmodified = false;
theRect = &lightmap[vi]->deluxrectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
}
glDisable(GL_TEXTURE_2D);
qglActiveTextureARB(GL_TEXTURE0_ARB);
glBlendFunc(GL_DST_COLOR, GL_ZERO); //tell the texture + lightmap to do current*tex*light (where current is normalmap.deluxemap)
glEnable(GL_BLEND);
s = first;
GL_SelectTexture(mtexid0);
GL_Bind(t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_EnableMultitexture();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
}
else
{
PPL_EnableVertexArrays();
// Binds world to texture env 0
GL_Bind (t->gl_texturenum);
if (t->alphaed)
{
glEnable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{
glDisable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stw);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
qglActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stl);
}
vi = -1;
for (; s; s=s->texturechain)
{
if (vi != s->lightmaptexturenum)
{
PPL_FlushArrays();
vi = s->lightmaptexturenum;
// Binds lightmap to texenv 1
GL_Bind (lightmap_textures[vi]);
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
}
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
qglActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
qglActiveTextureARB(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
#endif
static void PPL_FullBrightTextureChain(msurface_t *first) static void PPL_FullBrightTextureChain(msurface_t *first)
{ {
@ -480,6 +909,7 @@ void PPL_BaseTextures(model_t *model)
void PPL_BaseBModelTextures(entity_t *e) void PPL_BaseBModelTextures(entity_t *e)
{ {
extern msurface_t *r_alpha_surfaces;
int i, k; int i, k;
model_t *model; model_t *model;
msurface_t *s; msurface_t *s;
@ -490,8 +920,16 @@ void PPL_BaseBModelTextures(entity_t *e)
currentmodel = model = e->model; currentmodel = model = e->model;
s = model->surfaces+model->firstmodelsurface; s = model->surfaces+model->firstmodelsurface;
if (currententity->alpha<1)
{
glEnable(GL_BLEND);
glColor4f(1, 1, 1, currententity->alpha);
}
else
{
glDisable(GL_BLEND); glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1); glColor4f(1, 1, 1, 1);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -517,7 +955,14 @@ void PPL_BaseBModelTextures(entity_t *e)
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
{ {
if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next if (s->texinfo->flags & SURF_TRANS33 || s->texinfo->flags & SURF_TRANS66)
{
s->ownerent = currententity;
s->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = s;
continue;
}
else if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
{ {
PPL_BaseTextureChain(chain); PPL_BaseTextureChain(chain);
chain = NULL; chain = NULL;
@ -680,6 +1125,7 @@ void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light)
} }
for (p = s->polys; p; p=p->next) for (p = s->polys; p; p=p->next)
{ {
shadowlightfaces++;
glBegin(GL_POLYGON); glBegin(GL_POLYGON);
v = p->verts[0]; v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE) for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
@ -718,6 +1164,7 @@ void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light)
vec3_t lightdir; vec3_t lightdir;
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
// glColor4f(1,1,1,1);
VectorSubtract(light->origin, modelorigin, relativelightorigin); VectorSubtract(light->origin, modelorigin, relativelightorigin);
@ -740,11 +1187,13 @@ void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light)
// GL_Bind (t->gl_texturenum); // GL_Bind (t->gl_texturenum);
for (; s; s=s->texturechain) for (; s; s=s->texturechain)
{ {
if (s->shadowframe != r_shadowframe)
continue;
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius || if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius || fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius) fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
continue;*/ continue;
if (s->flags & SURF_PLANEBACK) if (s->flags & SURF_PLANEBACK)
@ -760,6 +1209,7 @@ void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light)
for (p = s->polys; p; p=p->next) for (p = s->polys; p; p=p->next)
{ {
shadowlightfaces++;
glBegin(GL_POLYGON); glBegin(GL_POLYGON);
v = p->verts[0]; v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE) for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
@ -1180,8 +1630,6 @@ qboolean PPL_VisOverlaps(qbyte *v1, qbyte *v2)
return false; return false;
} }
int r_shadowframe;
void PPL_RecursiveWorldNode_r (mnode_t *node) void PPL_RecursiveWorldNode_r (mnode_t *node)
{ {
int c, side; int c, side;
@ -1204,8 +1652,15 @@ void PPL_RecursiveWorldNode_r (mnode_t *node)
if (node->contents == Q1CONTENTS_SOLID) if (node->contents == Q1CONTENTS_SOLID)
return; // solid return; // solid
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
// return; //if light areabox is outside node, ignore node + children
for (c = 0; c < 3; c++)
{
if (lightorg[c] + lightradius < node->minmaxs[c])
return;
if (lightorg[c] - lightradius > node->minmaxs[3+c])
return;
}
// if a leaf node, draw stuff // if a leaf node, draw stuff
if (node->contents < 0) if (node->contents < 0)
@ -1289,12 +1744,12 @@ void PPL_RecursiveWorldNode_r (mnode_t *node)
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius) if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
continue; continue;
} }
if (fabs(surf->center[0] - lightorg[0]) > lightradius+surf->radius || /* if (fabs(surf->center[0] - lightorg[0]) > lightradius+surf->radius ||
fabs(surf->center[1] - lightorg[1]) > lightradius+surf->radius || fabs(surf->center[1] - lightorg[1]) > lightradius+surf->radius ||
fabs(surf->center[2] - lightorg[2]) > lightradius+surf->radius) fabs(surf->center[2] - lightorg[2]) > lightradius+surf->radius)
continue; continue;
*/
#define PROJECTION_DISTANCE (float)0x7fffffff #define PROJECTION_DISTANCE (float)(lightradius*2)//0x7fffffff
#ifdef EDGEOPTIMISE #ifdef EDGEOPTIMISE
//build a list of the edges that are to be drawn. //build a list of the edges that are to be drawn.
for (v = 0; v < surf->numedges; v++) for (v = 0; v < surf->numedges; v++)
@ -1341,6 +1796,8 @@ void PPL_RecursiveWorldNode_r (mnode_t *node)
#endif #endif
for (p = surf->polys; p; p=p->next) for (p = surf->polys; p; p=p->next)
{ {
shadowsurfcount++;
//front face //front face
glBegin(GL_POLYGON); glBegin(GL_POLYGON);
for (v = 0; v < p->numverts; v++) for (v = 0; v < p->numverts; v++)
@ -1497,7 +1954,7 @@ void PPL_RecursiveWorldNodeQ2_r (mnode_t *node)
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0) if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0)
continue; continue;
} }
#define PROJECTION_DISTANCE (float)0x7fffffff //#define PROJECTION_DISTANCE (float)0x7fffffff
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED)) if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows { // no shadows
continue; continue;
@ -1661,7 +2118,7 @@ void PPL_RecursiveWorldNodeQ3_r (mnode_t *node)
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius) if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
continue; continue;
} }
#define PROJECTION_DISTANCE (float)0x7fffffff //#define PROJECTION_DISTANCE (float)0x7fffffff
/*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED)) /*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows { // no shadows
continue; continue;
@ -1872,6 +2329,8 @@ void PPL_RecursiveWorldNode (dlight_t *dl)
} }
firstedge = edge[firstedge].next; firstedge = edge[firstedge].next;
shadowedgecount++;
} }
glEnd(); glEnd();
for (firstedge = 0; firstedge < cl.worldmodel->numedges; firstedge++) for (firstedge = 0; firstedge < cl.worldmodel->numedges; firstedge++)
@ -1909,7 +2368,7 @@ void PPL_DrawBrushModel(dlight_t *dl, entity_t *e)
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1) if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
continue; continue;
} }
#define PROJECTION_DISTANCE (float)0x7fffffff //#define PROJECTION_DISTANCE (float)0x7fffffff
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED)) if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows { // no shadows
continue; continue;
@ -2052,7 +2511,7 @@ void PPL_AddLight(dlight_t *dl)
if (R_CullBox(mins, maxs)) if (R_CullBox(mins, maxs))
return; return;
if (cl.worldmodel->fromgame == fg_quake3) if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel); i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
else else
i = r_viewleaf - cl.worldmodel->leafs; i = r_viewleaf - cl.worldmodel->leafs;
@ -2270,8 +2729,9 @@ void PPL_DrawWorld (void)
if (maxshadowlights < 1) if (maxshadowlights < 1)
maxshadowlights = 1; maxshadowlights = 1;
//glColorMask(0,0,0,0);
PPL_BaseTextures(cl.worldmodel); PPL_BaseTextures(cl.worldmodel);
//glColorMask(1,1,1,1);
PPL_BaseEntTextures(); PPL_BaseEntTextures();
// CL_NewDlightRGB(1, r_refdef.vieworg[0], r_refdef.vieworg[1]-16, r_refdef.vieworg[2]-24, 128, 1, 1, 1, 1); // CL_NewDlightRGB(1, r_refdef.vieworg[0], r_refdef.vieworg[1]-16, r_refdef.vieworg[2]-24, 128, 1, 1, 1, 1);
if (r_shadows.value && glStencilFunc) if (r_shadows.value && glStencilFunc)
@ -2282,8 +2742,8 @@ void PPL_DrawWorld (void)
{ {
if (l->die < cl.time || !l->radius || l->noppl) if (l->die < cl.time || !l->radius || l->noppl)
continue; continue;
if (l->color[0] < 0 || l->color[1] < 0 || l->color[2] < 0) if (l->color[0]<0)
continue; continue; //quick check for darklight
if (!maxshadowlights--) if (!maxshadowlights--)
break; break;
l->color[0]*=2.5; l->color[0]*=2.5;
@ -2299,5 +2759,10 @@ void PPL_DrawWorld (void)
} }
} }
PPL_DrawEntFullBrights(); PPL_DrawEntFullBrights();
// Con_Printf("%i %i %i\n", shadowsurfcount, shadowedgecount, shadowlightfaces);
shadowsurfcount = 0;
shadowedgecount = 0;
shadowlightfaces = 0;
} }
#endif #endif