Fix portals (and compiles again with gcc).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3604 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2010-08-29 13:49:43 +00:00
parent 9cbdfb7fd0
commit 9f29f8d97f
4 changed files with 47 additions and 31 deletions

View file

@ -2818,7 +2818,7 @@ static void BE_SubmitBatch(batch_t *batch)
}
}
static void BE_SubmitMeshesPortals(batch_t *worldlist, batch_t *dynamiclist)
static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
{
batch_t *batch, *old;
int i;
@ -2827,14 +2827,20 @@ static void BE_SubmitMeshesPortals(batch_t *worldlist, batch_t *dynamiclist)
{
for (i = 0; i < 2; i++)
{
for (batch = i?dynamiclist:worldlist; batch; batch = batch->next)
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
else
batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader;
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
BE_SelectMode(BEM_DEPTHONLY, 0);
for (old = worldlist; old && old != batch; old = old->next)
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
@ -2851,9 +2857,7 @@ static void BE_SubmitMeshesPortals(batch_t *worldlist, batch_t *dynamiclist)
}
BE_SelectMode(BEM_STANDARD, 0);
#if 0
R_DrawPortal(batch);
#endif
R_DrawPortal(batch, worldlist);
/*clear depth again*/
GL_ForceDepthWritable();
@ -2902,7 +2906,7 @@ void BE_SubmitMeshes (qboolean drawworld, batch_t **blist)
if (drawworld)
{
if (i == SHADER_SORT_PORTAL && !r_noportals.ival && !r_refdef.recurse)
BE_SubmitMeshesPortals(model->batches[i], blist[i]);
BE_SubmitMeshesPortals(model->batches, blist[i]);
BE_SubmitMeshesSortList(model->batches[i]);
}
@ -3154,23 +3158,26 @@ void BE_DrawWorld (qbyte *vis)
RSpeedLocals();
GL_DoSwap();
if (shaderstate.wmesh > shaderstate.maxwmesh)
if (!r_refdef.recurse)
{
int newm = shaderstate.wmesh;
shaderstate.wmeshes = BZ_Realloc(shaderstate.wmeshes, newm * sizeof(*shaderstate.wmeshes));
memset(shaderstate.wmeshes + shaderstate.maxwmesh, 0, (newm - shaderstate.maxwmesh) * sizeof(*shaderstate.wmeshes));
shaderstate.maxwmesh = newm;
}
if (shaderstate.wbatch > shaderstate.maxwbatches)
{
int newm = shaderstate.wbatch;
shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches));
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
shaderstate.maxwbatches = newm;
}
if (shaderstate.wmesh > shaderstate.maxwmesh)
{
int newm = shaderstate.wmesh;
shaderstate.wmeshes = BZ_Realloc(shaderstate.wmeshes, newm * sizeof(*shaderstate.wmeshes));
memset(shaderstate.wmeshes + shaderstate.maxwmesh, 0, (newm - shaderstate.maxwmesh) * sizeof(*shaderstate.wmeshes));
shaderstate.maxwmesh = newm;
}
if (shaderstate.wbatch > shaderstate.maxwbatches)
{
int newm = shaderstate.wbatch;
shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches));
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
shaderstate.maxwbatches = newm;
}
shaderstate.wmesh = 0;
shaderstate.wbatch = 0;
shaderstate.wmesh = 0;
shaderstate.wbatch = 0;
}
BE_GenModelBatches(batches);
shaderstate.curentity = NULL;