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:
parent
420ab4ba75
commit
12c8cef385
1 changed files with 485 additions and 20 deletions
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@ -25,6 +25,12 @@ extern lightmapinfo_t **lightmap;
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extern model_t *currentmodel;
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int r_shadowframe;
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int shadowsurfcount;
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int shadowedgecount;
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int shadowlightfaces;
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//#define glBegin glEnd
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@ -44,6 +50,7 @@ int firstedge;
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vec3_t lightorg = {0, 0, 0};
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float lightradius;
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#ifndef WORLDVERTEXARRAYS
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static void PPL_BaseTextureChain(msurface_t *first)
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{
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extern int *deluxmap_textures;
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@ -67,7 +74,7 @@ static void PPL_BaseTextureChain(msurface_t *first)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_Bind (t->gl_texturenum);
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for (; s ; s=s->texturechain)
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EmitWaterPolys (s);
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EmitWaterPolys (s, r_wateralphaval);
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glDisable(GL_BLEND);
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glColor4f(1,1,1, 1);
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@ -359,6 +366,428 @@ static void PPL_BaseTextureChain(msurface_t *first)
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}
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}
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}
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#else //vertex arrays
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typedef struct {
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float xyz[3];
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float stw[2];
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float stl[2];
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} surfvertexarray_t;
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#define MAXARRAYVERTS 512
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static surfvertexarray_t varray_v[MAXARRAYVERTS];
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static int vararry_i[MAXARRAYVERTS];
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int varray_ic;
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int varray_vc;
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#define inline static
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inline void PPL_EnableVertexArrays(void)
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{
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glDisableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 7*sizeof(float), varray_v->xyz);
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}
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inline void PPL_FlushArrays(void)
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{
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if (varray_ic)
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glDrawElements(GL_TRIANGLES, varray_ic, GL_UNSIGNED_INT, vararry_i);
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varray_ic = 0;
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varray_vc = 0;
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}
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static void PPL_GenerateArrays(msurface_t *surf)
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{
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glpoly_t *p;
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int vi;
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int vc_s;
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float *v;
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for (p = surf->polys; p; p=p->next)
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{
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if (varray_ic + p->numverts*3>MAXARRAYVERTS)
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{
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PPL_FlushArrays();
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}
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vc_s = varray_vc;
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v = p->verts[0];
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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varray_vc++;
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v += VERTEXSIZE;
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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varray_vc++;
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v += VERTEXSIZE;
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for (vi=2 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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vararry_i[varray_ic] = vc_s;
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vararry_i[varray_ic+1] = varray_vc-1;
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vararry_i[varray_ic+2] = varray_vc;
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varray_ic+=3;
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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varray_vc++;
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}
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}
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}
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static void PPL_BaseTextureChain(msurface_t *first)
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{
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extern int *deluxmap_textures;
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extern cvar_t gl_bump;
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texture_t *t;
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msurface_t *s = first;
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int vi;
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glRect_t *theRect;
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glpoly_t *p;
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float *v;
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glEnable(GL_TEXTURE_2D);
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t = GLR_TextureAnimation (s->texinfo->texture);
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if (s->flags & SURF_DRAWTURB)
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{
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/*
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GL_DisableMultitexture();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_Bind (t->gl_texturenum);
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for (; s ; s=s->texturechain)
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EmitWaterPolys (s);
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glDisable(GL_BLEND);
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glColor4f(1,1,1, 1);
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t->texturechain = NULL; //no lighting effects. (good job these don't animate eh?)
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*/ return;
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}
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if (s->lightmaptexturenum < 0) //no lightmap
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{
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/* GL_DisableMultitexture();
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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GL_Bind (t->gl_texturenum);
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for (; s ; s=s->texturechain)
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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glTexCoord2f (v[3], v[4]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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*/ }
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else if (!gl_mtexarbable)
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{ //multitexture isn't supported.
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/* glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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GL_Bind (t->gl_texturenum);
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for (s = first; s ; s=s->texturechain)
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{
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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glTexCoord2f (v[3], v[4]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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glEnable(GL_BLEND);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
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glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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else if (gl_lightmap_format == GL_INTENSITY)
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{
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor4f (0,0,0,1);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if (gl_lightmap_format == GL_RGBA)
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{
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
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}
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for (s = first; s ; s=s->texturechain)
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{
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vi = s->lightmaptexturenum;
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// Binds lightmap to texenv 1
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GL_Bind (lightmap_textures[vi]);
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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glTexCoord2f (v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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*/ }
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else
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{
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if (gl_bump.value && currentmodel->deluxdata && t->gl_texturenumbumpmap)
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{
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PPL_EnableVertexArrays();
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qglActiveTextureARB(GL_TEXTURE0_ARB);
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//Bind normal map to texture unit 0
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GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stw);
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qglActiveTextureARB(GL_TEXTURE1_ARB); //the deluxmap
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stl);
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//we now have normalmap.deluxmap on the screen.
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if (gl_mtexarbable>=4) //go the whole hog. bumpmapping in one pass.
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{
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//continue going to give (normalmap.deluxemap)*texture*lightmap.
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qglActiveTextureARB(GL_TEXTURE2_ARB);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GL_Bind (t->gl_texturenum);
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qglClientActiveTextureARB(GL_TEXTURE2_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stw);
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qglActiveTextureARB(GL_TEXTURE3_ARB);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stl);
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vi = -1;
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for (; s ; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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PPL_FlushArrays();
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vi = s->lightmaptexturenum;
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qglActiveTextureARB(GL_TEXTURE1_ARB);
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GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
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if (lightmap[vi]->deluxmodified)
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{
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lightmap[vi]->deluxmodified = false;
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theRect = &lightmap[vi]->deluxrectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
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lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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qglActiveTextureARB(GL_TEXTURE3_ARB);
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GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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}
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PPL_GenerateArrays(s);
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PPL_FlushArrays();
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}
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qglActiveTextureARB(GL_TEXTURE3_ARB);
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glDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE2_ARB);
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glDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE1_ARB);
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glDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE0_ARB); //the deluxmap
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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return;
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}
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for (; s ; s=s->texturechain)
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{
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vi = s->lightmaptexturenum;
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GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
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if (lightmap[vi]->deluxmodified)
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{
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lightmap[vi]->deluxmodified = false;
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theRect = &lightmap[vi]->deluxrectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
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lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
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qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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glDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE0_ARB);
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glBlendFunc(GL_DST_COLOR, GL_ZERO); //tell the texture + lightmap to do current*tex*light (where current is normalmap.deluxemap)
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glEnable(GL_BLEND);
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s = first;
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GL_SelectTexture(mtexid0);
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GL_Bind(t->gl_texturenum);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GL_EnableMultitexture();
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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}
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else
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{
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PPL_EnableVertexArrays();
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// Binds world to texture env 0
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GL_Bind (t->gl_texturenum);
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if (t->alphaed)
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{
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glEnable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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else
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{
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glDisable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stw);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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qglActiveTextureARB(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), varray_v->stl);
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}
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vi = -1;
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for (; s; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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PPL_FlushArrays();
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vi = s->lightmaptexturenum;
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// Binds lightmap to texenv 1
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GL_Bind (lightmap_textures[vi]);
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if (lightmap[vi]->modified)
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{
|
||||
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)
|
||||
{
|
||||
|
@ -480,6 +909,7 @@ void PPL_BaseTextures(model_t *model)
|
|||
|
||||
void PPL_BaseBModelTextures(entity_t *e)
|
||||
{
|
||||
extern msurface_t *r_alpha_surfaces;
|
||||
int i, k;
|
||||
model_t *model;
|
||||
msurface_t *s;
|
||||
|
@ -490,8 +920,16 @@ void PPL_BaseBModelTextures(entity_t *e)
|
|||
currentmodel = model = e->model;
|
||||
s = model->surfaces+model->firstmodelsurface;
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
if (currententity->alpha<1)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glColor4f(1, 1, 1, currententity->alpha);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
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++)
|
||||
{
|
||||
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);
|
||||
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)
|
||||
{
|
||||
shadowlightfaces++;
|
||||
glBegin(GL_POLYGON);
|
||||
v = p->verts[0];
|
||||
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;
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
// glColor4f(1,1,1,1);
|
||||
|
||||
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);
|
||||
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[2] - lightorg[2]) > lightradius+s->radius)
|
||||
continue;*/
|
||||
continue;
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
shadowlightfaces++;
|
||||
glBegin(GL_POLYGON);
|
||||
v = p->verts[0];
|
||||
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
|
||||
|
@ -1180,8 +1630,6 @@ qboolean PPL_VisOverlaps(qbyte *v1, qbyte *v2)
|
|||
return false;
|
||||
}
|
||||
|
||||
int r_shadowframe;
|
||||
|
||||
void PPL_RecursiveWorldNode_r (mnode_t *node)
|
||||
{
|
||||
int c, side;
|
||||
|
@ -1204,8 +1652,15 @@ void PPL_RecursiveWorldNode_r (mnode_t *node)
|
|||
if (node->contents == Q1CONTENTS_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 (node->contents < 0)
|
||||
|
@ -1289,12 +1744,12 @@ void PPL_RecursiveWorldNode_r (mnode_t *node)
|
|||
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
|
||||
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[2] - lightorg[2]) > lightradius+surf->radius)
|
||||
continue;
|
||||
|
||||
#define PROJECTION_DISTANCE (float)0x7fffffff
|
||||
*/
|
||||
#define PROJECTION_DISTANCE (float)(lightradius*2)//0x7fffffff
|
||||
#ifdef EDGEOPTIMISE
|
||||
//build a list of the edges that are to be drawn.
|
||||
for (v = 0; v < surf->numedges; v++)
|
||||
|
@ -1341,6 +1796,8 @@ void PPL_RecursiveWorldNode_r (mnode_t *node)
|
|||
#endif
|
||||
for (p = surf->polys; p; p=p->next)
|
||||
{
|
||||
shadowsurfcount++;
|
||||
|
||||
//front face
|
||||
glBegin(GL_POLYGON);
|
||||
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)
|
||||
continue;
|
||||
}
|
||||
#define PROJECTION_DISTANCE (float)0x7fffffff
|
||||
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
||||
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||||
{ // no shadows
|
||||
continue;
|
||||
|
@ -1661,7 +2118,7 @@ void PPL_RecursiveWorldNodeQ3_r (mnode_t *node)
|
|||
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
|
||||
continue;
|
||||
}
|
||||
#define PROJECTION_DISTANCE (float)0x7fffffff
|
||||
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
||||
/*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||||
{ // no shadows
|
||||
continue;
|
||||
|
@ -1872,6 +2329,8 @@ void PPL_RecursiveWorldNode (dlight_t *dl)
|
|||
}
|
||||
|
||||
firstedge = edge[firstedge].next;
|
||||
|
||||
shadowedgecount++;
|
||||
}
|
||||
glEnd();
|
||||
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)
|
||||
continue;
|
||||
}
|
||||
#define PROJECTION_DISTANCE (float)0x7fffffff
|
||||
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
||||
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||||
{ // no shadows
|
||||
continue;
|
||||
|
@ -2052,7 +2511,7 @@ void PPL_AddLight(dlight_t *dl)
|
|||
if (R_CullBox(mins, maxs))
|
||||
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);
|
||||
else
|
||||
i = r_viewleaf - cl.worldmodel->leafs;
|
||||
|
@ -2270,8 +2729,9 @@ void PPL_DrawWorld (void)
|
|||
|
||||
if (maxshadowlights < 1)
|
||||
maxshadowlights = 1;
|
||||
|
||||
//glColorMask(0,0,0,0);
|
||||
PPL_BaseTextures(cl.worldmodel);
|
||||
//glColorMask(1,1,1,1);
|
||||
PPL_BaseEntTextures();
|
||||
// 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)
|
||||
|
@ -2282,8 +2742,8 @@ void PPL_DrawWorld (void)
|
|||
{
|
||||
if (l->die < cl.time || !l->radius || l->noppl)
|
||||
continue;
|
||||
if (l->color[0] < 0 || l->color[1] < 0 || l->color[2] < 0)
|
||||
continue;
|
||||
if (l->color[0]<0)
|
||||
continue; //quick check for darklight
|
||||
if (!maxshadowlights--)
|
||||
break;
|
||||
l->color[0]*=2.5;
|
||||
|
@ -2299,5 +2759,10 @@ void PPL_DrawWorld (void)
|
|||
}
|
||||
}
|
||||
PPL_DrawEntFullBrights();
|
||||
|
||||
// Con_Printf("%i %i %i\n", shadowsurfcount, shadowedgecount, shadowlightfaces);
|
||||
shadowsurfcount = 0;
|
||||
shadowedgecount = 0;
|
||||
shadowlightfaces = 0;
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue