Fixes a couple of bugs, the overkill way.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3777 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
5cc7d591fd
commit
546c49870d
15 changed files with 84 additions and 80 deletions
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@ -229,11 +229,11 @@ typedef struct rendererinfo_s {
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//Select the current render mode and modifier flags
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void (*BE_SelectMode)(backendmode_t mode, unsigned int flags);
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void (*BE_SelectMode)(backendmode_t mode);
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/*Draws an entire mesh list from a VBO. vbo can be null, in which case the chain may be drawn without batching.
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Rules for using a list: Every mesh must be part of the same VBO, shader, lightmap, and must have the same pointers set*/
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void (*BE_DrawMesh_List)(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums);
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void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums);
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void (*BE_DrawMesh_List)(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
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void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
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void (*BE_SubmitBatch)(struct batch_s *batch);
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struct batch_s *(*BE_GetTempBatch)(void);
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//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required
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@ -321,7 +321,7 @@ static void PClassic_DrawParticles(void)
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if (classicmesh.numvertexes >= BUFFERVERTS-3)
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{
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classicmesh.numindexes = classicmesh.numvertexes;
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BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures);
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BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures, 0);
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classicmesh.numvertexes = 0;
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}
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@ -404,7 +404,7 @@ static void PClassic_DrawParticles(void)
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if (classicmesh.numvertexes)
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{
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classicmesh.numindexes = classicmesh.numvertexes;
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BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures);
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BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures, 0);
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classicmesh.numvertexes = 0;
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}
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@ -3653,7 +3653,7 @@ static void GL_DrawTexturedParticle(int count, particle_t **plist, plooks_t *typ
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if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
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{
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pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
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pscriptmesh.numvertexes = 0;
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}
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@ -3711,7 +3711,7 @@ static void GL_DrawTexturedParticle(int count, particle_t **plist, plooks_t *typ
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if (pscriptmesh.numvertexes)
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{
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pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
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pscriptmesh.numvertexes = 0;
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}
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}
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@ -3729,7 +3729,7 @@ static void GL_DrawTrifanParticle(int count, particle_t **plist, plooks_t *type)
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if (pscripttmesh.numvertexes >= BUFFERVERTS-3)
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{
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pscripttmesh.numindexes = pscripttmesh.numvertexes;
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BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
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pscripttmesh.numvertexes = 0;
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}
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@ -3765,7 +3765,7 @@ static void GL_DrawTrifanParticle(int count, particle_t **plist, plooks_t *type)
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if (pscripttmesh.numvertexes)
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{
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pscripttmesh.numindexes = pscripttmesh.numvertexes;
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BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
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pscripttmesh.numvertexes = 0;
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}
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}
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@ -3813,7 +3813,7 @@ static void GL_DrawTexturedSparkParticle(int count, particle_t **plist, plooks_t
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if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
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{
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pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
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pscriptmesh.numvertexes = 0;
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}
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@ -3859,7 +3859,7 @@ static void GL_DrawTexturedSparkParticle(int count, particle_t **plist, plooks_t
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if (pscriptmesh.numvertexes)
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{
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pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
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pscriptmesh.numvertexes = 0;
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}
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}
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@ -3881,7 +3881,7 @@ static void GL_DrawParticleBeam(int count, beamseg_t **blist, plooks_t *type)
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if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
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{
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pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
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pscriptmesh.numvertexes = 0;
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}
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@ -3918,7 +3918,7 @@ static void GL_DrawParticleBeam(int count, beamseg_t **blist, plooks_t *type)
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if (pscriptmesh.numvertexes)
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{
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pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
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pscriptmesh.numvertexes = 0;
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}
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}
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@ -3934,7 +3934,7 @@ static void GL_DrawClippedDecal(int count, clippeddecal_t **dlist, plooks_t *typ
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if (pscripttmesh.numvertexes >= BUFFERVERTS-3)
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{
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pscripttmesh.numindexes = pscripttmesh.numvertexes;
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BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
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pscripttmesh.numvertexes = 0;
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}
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@ -3956,7 +3956,7 @@ static void GL_DrawClippedDecal(int count, clippeddecal_t **dlist, plooks_t *typ
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if (pscripttmesh.numvertexes)
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{
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pscripttmesh.numindexes = pscripttmesh.numvertexes;
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BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures);
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BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
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pscripttmesh.numvertexes = 0;
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}
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}
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@ -392,7 +392,8 @@ void QCBUILTIN PF_CL_stringwidth(progfuncs_t *prinst, struct globalvars_s *pr_gl
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#define DRAWFLAG_MODULATE 2
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#define DRAWFLAG_MODULATE2 3
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static void PF_SelectDPDrawFlag(int flag)
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extern unsigned int r2d_be_flags;
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static unsigned int PF_SelectDPDrawFlag(int flag)
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{
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//flags:
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//0 = blend
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@ -400,9 +401,9 @@ static void PF_SelectDPDrawFlag(int flag)
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//2 = modulate
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//3 = modulate*2
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if (flag == 1)
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BE_SelectMode(BEM_STANDARD, BEF_FORCEADDITIVE);
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return BEF_FORCEADDITIVE;
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else
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BE_SelectMode(BEM_STANDARD, BEF_FORCETRANSPARENT);
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return BEF_FORCETRANSPARENT;
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}
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//float drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag) = #456;
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@ -421,10 +422,10 @@ void QCBUILTIN PF_CL_drawpic (progfuncs_t *prinst, struct globalvars_s *pr_globa
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if (!p)
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p = R2D_SafePicFromWad(picname);
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PF_SelectDPDrawFlag(flag);
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r2d_be_flags = PF_SelectDPDrawFlag(flag);
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R2D_ImageColours(rgb[0], rgb[1], rgb[2], alpha);
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R2D_Image(pos[0], pos[1], size[0], size[1], 0, 0, 1, 1, p);
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BE_SelectMode(BEM_STANDARD, 0);
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r2d_be_flags = 0;
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G_FLOAT(OFS_RETURN) = 1;
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}
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@ -444,14 +445,14 @@ void QCBUILTIN PF_CL_drawsubpic (progfuncs_t *prinst, struct globalvars_s *pr_gl
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p = R2D_SafeCachePic(picname);
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PF_SelectDPDrawFlag(flag);
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r2d_be_flags = PF_SelectDPDrawFlag(flag);
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R2D_ImageColours(rgb[0], rgb[1], rgb[2], alpha);
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R2D_Image( pos[0], pos[1],
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size[0], size[1],
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srcPos[0], srcPos[1],
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srcPos[0]+srcSize[0], srcPos[1]+srcSize[1],
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p);
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BE_SelectMode(BEM_STANDARD, 0);
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r2d_be_flags = 0;
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G_FLOAT(OFS_RETURN) = 1;
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}
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@ -26,6 +26,7 @@ static vecV_t draw_mesh_xyz[4];
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vec2_t draw_mesh_st[4];
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static avec4_t draw_mesh_colors[4];
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index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0};
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unsigned int r2d_be_flags;
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extern cvar_t scr_conalpha;
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extern cvar_t gl_conback;
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@ -326,7 +327,7 @@ void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2,
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draw_mesh_st[3][0] = s1;
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draw_mesh_st[3][1] = t2;
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BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures);
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BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags);
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}
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/*draws a block of the current colour on the screen*/
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@ -345,9 +346,9 @@ void R2D_FillBlock(int x, int y, int w, int h)
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draw_mesh_xyz[3][1] = y+h;
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if (draw_mesh_colors[0][3] != 1)
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BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures);
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BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures, r2d_be_flags);
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else
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BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures);
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BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures, r2d_be_flags);
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}
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void R2D_ScalePic (int x, int y, int width, int height, mpic_t *pic)
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@ -502,7 +503,7 @@ void R2D_TileClear (int x, int y, int w, int h)
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draw_mesh_st[3][0] = newsl;
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draw_mesh_st[3][1] = newth;
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BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures);
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BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures, r2d_be_flags);
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}
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void R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
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@ -1629,10 +1629,9 @@ static void BE_DrawMeshChain_Internal(void)
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}
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}
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void D3DBE_SelectMode(backendmode_t mode, unsigned int flags)
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void D3DBE_SelectMode(backendmode_t mode)
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{
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shaderstate.mode = mode;
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shaderstate.flags = flags;
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}
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/*Generates an optimised vbo for each of the given model's textures*/
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@ -2085,7 +2084,7 @@ static void R_DrawLightning(entity_t *e)
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mesh.normals_array = NULL;
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mesh.numvertexes = 4;
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mesh.st_array = texcoords;
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BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
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BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL, 0);
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}
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//q3 railgun beam
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static void R_DrawRailCore(entity_t *e)
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mesh.numvertexes = 4;
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mesh.st_array = texcoords;
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BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
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BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL, 0);
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}
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#endif
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static void BE_GenModelBatches(batch_t **batches)
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@ -2514,7 +2513,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
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/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
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BE_SelectMode(BEM_DEPTHONLY, 0);
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BE_SelectMode(BEM_DEPTHONLY);
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for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
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{
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if (old->meshes == old->firstmesh)
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@ -2530,7 +2529,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
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BE_SubmitBatch(old);
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}
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}
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BE_SelectMode(BEM_STANDARD, 0);
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BE_SelectMode(BEM_STANDARD);
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R_DrawPortal(batch, worldlist);
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r_worldentity.axis[1][1] = 1;
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r_worldentity.axis[2][2] = 1;
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BE_SelectMode(BEM_STANDARD, 0);
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BE_SelectMode(BEM_STANDARD);
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RSpeedRemark();
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BE_SubmitMeshes(true, batches);
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@ -439,7 +439,7 @@ void GL_SetShaderState2D(qboolean is2d)
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else
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qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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BE_SelectMode(BEM_STANDARD, 0);
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BE_SelectMode(BEM_STANDARD);
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}
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void GL_SelectTexture(int target)
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@ -753,7 +753,7 @@ void BE_SetupForShadowMap(void)
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shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE;
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// qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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BE_SelectMode(BEM_DEPTHONLY, 0);
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BE_SelectMode(BEM_DEPTHONLY);
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}
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#endif
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@ -2561,12 +2561,13 @@ qboolean GLBE_LightCullModel(vec3_t org, model_t *model)
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}
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//Note: Be cautious about using BEM_LIGHT here.
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void GLBE_SelectMode(backendmode_t mode, unsigned int flags)
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void GLBE_SelectMode(backendmode_t mode)
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{
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extern int gldepthfunc;
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if (mode != shaderstate.mode)
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{
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shaderstate.mode = mode;
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#ifdef RTLIGHTS
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if (mode == BEM_STENCIL)
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{
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@ -2649,8 +2650,6 @@ void GLBE_SelectMode(backendmode_t mode, unsigned int flags)
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}
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#endif
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}
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shaderstate.mode = mode;
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shaderstate.flags = flags;
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}
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void GLBE_SelectEntity(entity_t *ent)
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@ -2898,13 +2897,14 @@ static void DrawMeshes(void)
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}
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}
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void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums)
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void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
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{
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if (!vbo)
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{
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mesh_t *m;
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shaderstate.sourcevbo = &shaderstate.dummyvbo;
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shaderstate.curshader = shader;
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shaderstate.flags = beflags;
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if (shaderstate.curentity != &r_worldentity)
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{
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BE_SelectEntity(&r_worldentity);
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@ -2936,6 +2936,7 @@ void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_
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{
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shaderstate.sourcevbo = vbo;
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shaderstate.curshader = shader;
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shaderstate.flags = beflags;
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if (shaderstate.curentity != &r_worldentity)
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{
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BE_SelectEntity(&r_worldentity);
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@ -2950,10 +2951,10 @@ void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_
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DrawMeshes();
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}
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}
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void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, texnums_t *texnums)
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void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
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{
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shader->next = NULL;
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BE_DrawMesh_List(shader, 1, &mesh, NULL, texnums);
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BE_DrawMesh_List(shader, 1, &mesh, NULL, texnums, beflags);
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}
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void BE_DrawPolys(qboolean decalsset)
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@ -2976,7 +2977,7 @@ void BE_DrawPolys(qboolean decalsset)
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m.indexes = cl_strisidx + cl_stris[i].firstidx;
|
||||
m.numindexes = cl_stris[i].numidx;
|
||||
m.numvertexes = cl_stris[i].numvert;
|
||||
BE_DrawMesh_Single(cl_stris[i].shader, &m, NULL, &cl_stris[i].shader->defaulttextures);
|
||||
BE_DrawMesh_Single(cl_stris[i].shader, &m, NULL, &cl_stris[i].shader->defaulttextures, 0);
|
||||
}
|
||||
}
|
||||
void GLBE_SubmitBatch(batch_t *batch)
|
||||
|
@ -3014,12 +3015,12 @@ void GLBE_SubmitBatch(batch_t *batch)
|
|||
}
|
||||
|
||||
shaderstate.curshader = batch->shader;
|
||||
shaderstate.flags = batch->flags;
|
||||
if (shaderstate.curentity != batch->ent)
|
||||
{
|
||||
BE_SelectEntity(batch->ent);
|
||||
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
|
||||
}
|
||||
shaderstate.flags = batch->flags;
|
||||
if (batch->skin)
|
||||
shaderstate.curtexnums = batch->skin;
|
||||
else
|
||||
|
@ -3064,7 +3065,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
|
|||
|
||||
|
||||
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
|
||||
BE_SelectMode(BEM_DEPTHONLY, 0);
|
||||
BE_SelectMode(BEM_DEPTHONLY);
|
||||
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
|
||||
{
|
||||
if (old->meshes == old->firstmesh)
|
||||
|
@ -3080,7 +3081,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
|
|||
BE_SubmitBatch(old);
|
||||
}
|
||||
}
|
||||
BE_SelectMode(BEM_STANDARD, 0);
|
||||
BE_SelectMode(BEM_STANDARD);
|
||||
|
||||
GLR_DrawPortal(batch, worldlist);
|
||||
|
||||
|
@ -3325,9 +3326,9 @@ void GLBE_DrawWorld (qbyte *vis)
|
|||
shaderstate.identitylighting = 1;
|
||||
|
||||
if (shaderstate.identitylighting == 0)
|
||||
BE_SelectMode(BEM_DEPTHDARK, 0);
|
||||
BE_SelectMode(BEM_DEPTHDARK);
|
||||
else
|
||||
BE_SelectMode(BEM_STANDARD, 0);
|
||||
BE_SelectMode(BEM_STANDARD);
|
||||
|
||||
RSpeedRemark();
|
||||
GLBE_SubmitMeshes(true, batches);
|
||||
|
@ -3344,7 +3345,7 @@ void GLBE_DrawWorld (qbyte *vis)
|
|||
|
||||
if (r_refdef.gfog_alpha)
|
||||
{
|
||||
BE_SelectMode(BEM_FOG, 0);
|
||||
BE_SelectMode(BEM_FOG);
|
||||
BE_SelectFog(r_refdef.gfog_rgb, r_refdef.gfog_alpha, r_refdef.gfog_density);
|
||||
GLBE_SubmitMeshes(true, batches);
|
||||
}
|
||||
|
|
|
@ -300,10 +300,10 @@ static void Font_Flush(void)
|
|||
font_backmesh.numvertexes = font_foremesh.numvertexes;
|
||||
font_backmesh.istrifan = font_foremesh.istrifan;
|
||||
|
||||
BE_DrawMesh_Single(fontplanes.backshader, &font_backmesh, NULL, &fontplanes.backshader->defaulttextures);
|
||||
BE_DrawMesh_Single(fontplanes.backshader, &font_backmesh, NULL, &fontplanes.backshader->defaulttextures, 0);
|
||||
}
|
||||
fontplanes.shader->defaulttextures.base = font_texture;
|
||||
BE_DrawMesh_Single(fontplanes.shader, &font_foremesh, NULL, &fontplanes.shader->defaulttextures);
|
||||
BE_DrawMesh_Single(fontplanes.shader, &font_foremesh, NULL, &fontplanes.shader->defaulttextures, 0);
|
||||
font_foremesh.numindexes = 0;
|
||||
font_foremesh.numvertexes = 0;
|
||||
}
|
||||
|
|
|
@ -156,7 +156,7 @@ void R_InitFlashblends(void)
|
|||
);
|
||||
}
|
||||
|
||||
void R_RenderDlight (dlight_t *light)
|
||||
void R_RenderDlight (dlight_t *light, unsigned int beflags)
|
||||
{
|
||||
int i, j;
|
||||
// float a;
|
||||
|
@ -205,7 +205,7 @@ void R_RenderDlight (dlight_t *light)
|
|||
bub_cos++;
|
||||
}
|
||||
|
||||
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures);
|
||||
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures, beflags);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -218,6 +218,7 @@ void GLR_RenderDlights (void)
|
|||
int i;
|
||||
dlight_t *l;
|
||||
vec3_t waste1, waste2;
|
||||
unsigned int beflags = 0;
|
||||
|
||||
switch(r_flashblend.ival)
|
||||
{
|
||||
|
@ -225,10 +226,9 @@ void GLR_RenderDlights (void)
|
|||
return;
|
||||
default:
|
||||
case 1:
|
||||
BE_SelectMode(BEM_STANDARD, 0);
|
||||
break;
|
||||
case 2:
|
||||
BE_SelectMode(BEM_STANDARD, BEF_FORCENODEPTH);
|
||||
beflags |= BEF_FORCENODEPTH;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -252,10 +252,8 @@ void GLR_RenderDlights (void)
|
|||
if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
|
||||
continue;
|
||||
}
|
||||
R_RenderDlight (l);
|
||||
R_RenderDlight (l, beflags);
|
||||
}
|
||||
|
||||
BE_SelectMode(BEM_STANDARD, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -572,7 +572,6 @@ void R_DrawSpriteModel (entity_t *e)
|
|||
fl |= BEF_FORCETRANSPARENT;
|
||||
if (e->flags & RF_NODEPTHTEST)
|
||||
fl |= BEF_FORCENODEPTH;
|
||||
BE_SelectMode(BEM_STANDARD, fl);
|
||||
|
||||
VectorMA (sprorigin, frame->down, up, point);
|
||||
VectorMA (point, frame->left, right, vertcoords[0]);
|
||||
|
@ -599,7 +598,7 @@ void R_DrawSpriteModel (entity_t *e)
|
|||
mesh.numvertexes = 4;
|
||||
mesh.st_array = texcoords;
|
||||
mesh.istrifan = true;
|
||||
BE_DrawMesh_Single(frame->shader, &mesh, NULL, &frame->shader->defaulttextures);
|
||||
BE_DrawMesh_Single(frame->shader, &mesh, NULL, &frame->shader->defaulttextures, fl);
|
||||
}
|
||||
|
||||
//==================================================================================
|
||||
|
@ -671,7 +670,7 @@ void R_DrawLightning(entity_t *e)
|
|||
mesh.normals_array = NULL;
|
||||
mesh.numvertexes = 4;
|
||||
mesh.st_array = texcoords;
|
||||
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
|
||||
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL, 0);
|
||||
}
|
||||
//q3 railgun beam
|
||||
void R_DrawRailCore(entity_t *e)
|
||||
|
@ -732,7 +731,7 @@ void R_DrawRailCore(entity_t *e)
|
|||
mesh.numvertexes = 4;
|
||||
mesh.st_array = texcoords;
|
||||
|
||||
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
|
||||
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -812,7 +811,7 @@ shader_t *beamshader;
|
|||
mesh.normals_array = NULL;
|
||||
mesh.numvertexes = sizeof(points)/sizeof(points[0]);
|
||||
mesh.st_array = texcoords;
|
||||
BE_DrawMesh_Single(beamshader, &mesh, NULL, &beamshader->defaulttextures);
|
||||
BE_DrawMesh_Single(beamshader, &mesh, NULL, &beamshader->defaulttextures, 0);
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -3472,7 +3472,7 @@ void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args)
|
|||
"program defaultwarp\n"
|
||||
"{\n"
|
||||
"map $diffuse\n"
|
||||
"tcmod turb 0 0 3 0.1\n"
|
||||
"tcmod turb 0 0.01 0.5 0\n"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
|
@ -3604,7 +3604,7 @@ void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args)
|
|||
"program defaultwarp\n"
|
||||
"{\n"
|
||||
"map $diffuse\n"
|
||||
"tcmod turb 0 0 3 0.1\n"
|
||||
"tcmod turb 0.02 0.1 0.5 0.1\n"
|
||||
"if r_wateralpha != 1\n"
|
||||
"[\n"
|
||||
"alphagen const $r_wateralpha\n"
|
||||
|
|
|
@ -1334,10 +1334,10 @@ static void Sh_GenShadowFace(dlight_t *l, shadowmesh_t *smesh, int face, float p
|
|||
if (!smesh->litsurfs[tno].count)
|
||||
continue;
|
||||
tex = cl.worldmodel->textures[tno];
|
||||
BE_DrawMesh_List(tex->shader, smesh->litsurfs[tno].count, smesh->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures);
|
||||
BE_DrawMesh_List(tex->shader, smesh->litsurfs[tno].count, smesh->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures, 0);
|
||||
}
|
||||
|
||||
BE_SelectMode(BEM_DEPTHONLY, 0);
|
||||
BE_SelectMode(BEM_DEPTHONLY);
|
||||
BE_BaseEntTextures();
|
||||
|
||||
if (0)
|
||||
|
@ -1550,7 +1550,7 @@ static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour, qbyte *vvis)
|
|||
ve = 0;
|
||||
|
||||
BE_SelectDLight(l, colour);
|
||||
BE_SelectMode(l->fov?BEM_SMAPLIGHTSPOT:BEM_SMAPLIGHT, 0);
|
||||
BE_SelectMode(l->fov?BEM_SMAPLIGHTSPOT:BEM_SMAPLIGHT);
|
||||
Sh_DrawEntLighting(l, colour);
|
||||
|
||||
GL_SelectTexture(7);
|
||||
|
@ -1612,7 +1612,7 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
|
|||
tex = cl.worldmodel->textures[tno];
|
||||
if (tex->shader->flags & SHADER_NODLIGHT)
|
||||
continue;
|
||||
BE_DrawMesh_List(tex->shader, sm->litsurfs[tno].count, sm->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures);
|
||||
BE_DrawMesh_List(tex->shader, sm->litsurfs[tno].count, sm->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures, 0);
|
||||
}
|
||||
|
||||
BE_BaseEntTextures();
|
||||
|
@ -1852,7 +1852,7 @@ static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
|||
bench.numlights++;
|
||||
|
||||
BE_SelectDLight(dl, colour);
|
||||
BE_SelectMode(BEM_STENCIL, 0);
|
||||
BE_SelectMode(BEM_STENCIL);
|
||||
|
||||
//The backend doesn't maintain scissor state.
|
||||
// qglEnable(GL_SCISSOR_TEST);
|
||||
|
@ -1986,7 +1986,7 @@ static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
|||
|
||||
PPL_RevertToKnownState();
|
||||
|
||||
BE_SelectMode(BEM_LIGHT, 0);
|
||||
BE_SelectMode(BEM_LIGHT);
|
||||
Sh_DrawEntLighting(dl, colour);
|
||||
|
||||
qglDisable(GL_STENCIL_TEST);
|
||||
|
@ -2052,7 +2052,7 @@ static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
|||
bench.numlights++;
|
||||
|
||||
BE_SelectDLight(dl, colour);
|
||||
BE_SelectMode(BEM_LIGHT, 0);
|
||||
BE_SelectMode(BEM_LIGHT);
|
||||
Sh_DrawEntLighting(dl, colour);
|
||||
}
|
||||
|
||||
|
@ -2132,7 +2132,7 @@ void Sh_DrawLights(qbyte *vis)
|
|||
}
|
||||
|
||||
qglDisable(GL_SCISSOR_TEST);
|
||||
BE_SelectMode(BEM_STANDARD, 0);
|
||||
BE_SelectMode(BEM_STANDARD);
|
||||
|
||||
// if (developer.value)
|
||||
// Con_Printf("%i lights drawn, %i frustum culled, %i pvs culled, %i scissor culled\n", bench.numlights, bench.numfrustumculled, bench.numpvsculled, bench.numscissorculled);
|
||||
|
|
|
@ -449,9 +449,9 @@ static void GL_SkyForceDepth(batch_t *batch)
|
|||
{
|
||||
if (!cls.allow_skyboxes) //allow a little extra fps.
|
||||
{
|
||||
BE_SelectMode(BEM_DEPTHONLY, 0);
|
||||
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, &batch->texture->vbo, &batch->shader->defaulttextures);
|
||||
BE_SelectMode(BEM_STANDARD, 0); /*skys only render in standard mode anyway, so this is safe*/
|
||||
BE_SelectMode(BEM_DEPTHONLY);
|
||||
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, &batch->texture->vbo, &batch->shader->defaulttextures, batch->flags);
|
||||
BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -434,9 +434,9 @@ mfog_t *CM_FogForOrigin(vec3_t org);
|
|||
|
||||
#ifdef GLQUAKE
|
||||
void GLBE_Init(void);
|
||||
void GLBE_SelectMode(backendmode_t mode, unsigned int flags);
|
||||
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums);
|
||||
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums);
|
||||
void GLBE_SelectMode(backendmode_t mode);
|
||||
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
|
||||
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
|
||||
void GLBE_SubmitBatch(batch_t *batch);
|
||||
batch_t *GLBE_GetTempBatch(void);
|
||||
void GLBE_GenBrushModelVBO(model_t *mod);
|
||||
|
@ -448,7 +448,7 @@ void GLBE_SelectEntity(entity_t *ent);
|
|||
#endif
|
||||
#ifdef D3DQUAKE
|
||||
void D3DBE_Init(void);
|
||||
void D3DBE_SelectMode(backendmode_t mode, unsigned int flags);
|
||||
void D3DBE_SelectMode(backendmode_t mode);
|
||||
void D3DBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums);
|
||||
void D3DBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums);
|
||||
void D3DBE_SubmitBatch(batch_t *batch);
|
||||
|
|
|
@ -231,7 +231,12 @@ void SV_New_f (void)
|
|||
|
||||
gamedir = Info_ValueForKey (svs.info, "*gamedir");
|
||||
if (!gamedir[0] || !strcmp(gamedir, "fte"))
|
||||
{
|
||||
if (ISQWCLIENT(host_client))
|
||||
gamedir = "qw";
|
||||
else
|
||||
gamedir = "";
|
||||
}
|
||||
|
||||
//NOTE: This doesn't go through ClientReliableWrite since it's before the user
|
||||
//spawns. These functions are written to not overflow
|
||||
|
|
Loading…
Reference in a new issue