mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
Portals, skyspheres, particles, lighting, texture clamps work.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3651 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
ba3d1ecf28
commit
5f71f6d355
16 changed files with 486 additions and 102 deletions
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@ -518,6 +518,7 @@ static void P_LoadTexture(part_type_t *ptype, qboolean warn)
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namepostfix = "_blend";
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defaultshader =
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"{\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"blendfunc blend\n"
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@ -532,6 +533,7 @@ static void P_LoadTexture(part_type_t *ptype, qboolean warn)
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namepostfix = "_bc";
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defaultshader =
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"{\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"blendfunc GL_SRC_COLOR GL_ONE_MINUS_SRC_COLOR\n"
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@ -546,6 +548,7 @@ static void P_LoadTexture(part_type_t *ptype, qboolean warn)
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namepostfix = "_add";
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defaultshader =
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"{\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"blendfunc GL_SRC_ALPHA GL_ONE\n"
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@ -560,6 +563,7 @@ static void P_LoadTexture(part_type_t *ptype, qboolean warn)
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namepostfix = "_invmod";
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defaultshader =
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"{\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"blendfunc GL_ZERO GL_ONE_MINUS_SRC_COLOR\n"
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@ -574,6 +578,7 @@ static void P_LoadTexture(part_type_t *ptype, qboolean warn)
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namepostfix = "_sub";
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defaultshader =
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"{\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_COLOR\n"
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@ -132,7 +132,6 @@ extern "C" {
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#include "net.h"
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#include "protocol.h"
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#include "cmd.h"
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#if 1//ndef SERVERONLY
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#include "wad.h"
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#include "screen.h"
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#include "sbar.h"
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@ -140,17 +139,10 @@ extern "C" {
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#include "merged.h"
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#include "render.h"
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#include "client.h"
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#endif
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#include "gl_model.h"
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#include "vm.h"
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//#if defined(GLQUAKE)
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#include "gl_model.h"
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//#else
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//#include "model.h"
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//#endif
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#ifdef PEXT_BULLETENS
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#include "r_bulleten.h"
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#endif
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@ -2082,7 +2082,7 @@ void Surf_DrawWorld (void)
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RSpeedRemark();
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#ifdef Q2BSPS
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if (currententity->model->fromgame == fg_quake2 || currententity->model->fromgame == fg_quake3)
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if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
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{
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int leafnum;
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int clientarea;
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@ -2132,7 +2132,8 @@ void Surf_DrawWorld (void)
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/*FIXME: move this away*/
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Surf_LessenStains();
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if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife)
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Surf_LessenStains();
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Surf_CleanChains();
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}
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@ -31,6 +31,9 @@ extern int r_framecount;
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struct msurface_s;
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struct batch_s;
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struct model_s;
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struct texnums_s;
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struct texture_s;
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static const texid_t r_nulltex = {0};
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#define TEXVALID(t) ((t).num!=0)
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@ -155,16 +158,16 @@ extern struct texture_s *r_notexture_mip;
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extern entity_t r_worldentity;
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//gl_alias.c
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void R_GAlias_DrawBatch(struct batch_s *batch);
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void R_GAlias_GenerateBatches(entity_t *e, struct batch_s **batches);
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void R_LightArraysByte(vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals);
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void R_LightArraysByte_BGR(vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals);
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void R_LightArrays(vecV_t *coords, vec4_t *colours, int vertcount, vec3_t *normals);
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void R_DrawSkyChain (struct batch_s *batch); /*called from the backend, and calls back into it*/
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struct texnums_s R_InitSky (struct texture_s *mt, qbyte *src); /*generate q1 sky texnums*/
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//r_surf.c
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struct model_s;
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struct msurface_s;
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void Surf_DrawWorld(void);
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void Surf_GenBrushBatches(struct batch_s **batches, entity_t *ent);
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void Surf_StainSurf(struct msurface_s *surf, float *parms);
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@ -412,7 +415,7 @@ extern cvar_t r_xflip;
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#endif
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extern cvar_t gl_maxdist;
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extern cvar_t gl_clear;
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extern cvar_t r_clear;
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extern cvar_t gl_poly;
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extern cvar_t gl_affinemodels;
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extern cvar_t gl_nohwblend;
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@ -266,6 +266,8 @@ cvar_t gl_lightmap_shift = SCVARF ("gl_lightmap_shift", "0",
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cvar_t gl_load24bit = SCVARF ("gl_load24bit", "1",
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CVAR_ARCHIVE);
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cvar_t r_clear = CVARAF("r_clear","0",
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"gl_clear", 0);
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cvar_t gl_max_size = SCVARF ("gl_max_size", "1024", CVAR_RENDERERLATCH);
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cvar_t gl_maxshadowlights = SCVARF ("gl_maxshadowlights", "2",
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CVAR_ARCHIVE);
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@ -369,9 +371,6 @@ void GLRenderer_Init(void)
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Cvar_Register (&r_mirroralpha, GLRENDEREROPTIONS);
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Cvar_Register (&r_norefresh, GLRENDEREROPTIONS);
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Cvar_Register (&gl_clear, GLRENDEREROPTIONS);
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Cvar_Register (&gl_affinemodels, GLRENDEREROPTIONS);
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Cvar_Register (&gl_nohwblend, GLRENDEREROPTIONS);
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Cvar_Register (&r_flashblend, GLRENDEREROPTIONS);
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@ -604,6 +603,7 @@ void Renderer_Init(void)
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Cvar_Register (&r_fastskycolour, GRAPHICALNICETIES);
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Cvar_Register (&r_wateralpha, GRAPHICALNICETIES);
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Cvar_Register (&r_clear, GLRENDEREROPTIONS);
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Cvar_Register (&gl_max_size, GLRENDEREROPTIONS);
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Cvar_Register (&gl_maxdist, GLRENDEREROPTIONS);
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Cvar_Register (&gl_miptexLevel, GRAPHICALNICETIES);
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@ -898,7 +898,7 @@ avec3_t shadelight;
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#include <xmmintrin.h>
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#endif
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void R_LightArraysByte(vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals)
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void R_LightArraysByte_BGR(vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals)
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{
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extern cvar_t r_vertexdlights;
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int i;
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@ -908,8 +908,13 @@ void R_LightArraysByte(vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3
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byte_vec4_t ambientlightb;
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byte_vec4_t shadelightb;
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VectorScale(ambientlight, 255, ambientlightb);
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VectorScale(shadelight, 255, shadelightb);
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for (i = 0; i < 3; i++)
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{
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l = ambientlight[2-i]*255;
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ambientlightb[i] = bound(0, l, 255);
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l = shadelight[2-i]*255;
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shadelightb[i] = bound(0, l, 255);
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}
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if (ambientlightb[0] == shadelightb[0] && ambientlightb[1] == shadelightb[1] && ambientlightb[2] == shadelightb[2])
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{
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@ -1364,7 +1364,7 @@ qboolean CMod_LoadFaces (lump_t *l)
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i = LittleLong(in->lightofs);
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if (i == -1)
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out->samples = NULL;
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#ifdef GLQUAKE
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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else if (qrenderer == QR_OPENGL || qrenderer == QR_DIRECT3D)
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out->samples = loadmodel->lightdata + i;
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#endif
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@ -3835,7 +3835,8 @@ q2cmodel_t *CM_LoadMap (char *name, char *filein, qboolean clientload, unsigned
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loadmodel->funcs.NativeContents = CM_NativeContents;
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break;
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#if defined(GLQUAKE)
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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case QR_DIRECT3D:
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case QR_OPENGL:
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// load into heap
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#ifndef SERVERONLY
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@ -128,6 +128,7 @@ typedef struct
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unsigned int lastpasscount;
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texid_t curtex[MAX_TMUS];
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unsigned int tmuflags[MAX_TMUS];
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mesh_t **meshlist;
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unsigned int nummeshes;
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@ -494,7 +495,6 @@ static void SelectPassTexture(unsigned int tu, shaderpass_t *pass)
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case T_GEN_ANIMMAP:
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BindTexture(tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes].ptr);
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break;
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/*fixme*/
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case T_GEN_SINGLEMAP:
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BindTexture(tu, pass->anim_frames[0].ptr);
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break;
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break;
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}
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/*lightmaps don't use mipmaps*/
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if (pass->flags & SHADER_PASS_NOMIPMAP)
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if ((pass->flags ^ shaderstate.tmuflags[tu]) & SHADER_PASS_CLAMP)
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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shaderstate.tmuflags[tu] ^= SHADER_PASS_CLAMP;
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if (pass->flags & SHADER_PASS_CLAMP)
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
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}
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else
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSW, D3DTADDRESS_WRAP);
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}
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}
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else
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if ((pass->flags ^ shaderstate.tmuflags[tu]) & SHADER_PASS_NOMIPMAP)
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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shaderstate.tmuflags[tu] ^= SHADER_PASS_NOMIPMAP;
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/*lightmaps don't use mipmaps*/
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if (pass->flags & SHADER_PASS_NOMIPMAP)
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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else
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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}
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switch (pass->blendmode)
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@ -689,7 +710,7 @@ static void colourgenbyte(const shaderpass_t *pass, int cnt, const byte_vec4_t *
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}
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else
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{
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R_LightArraysByte(mesh->xyz_array, dst, cnt, mesh->normals_array);
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R_LightArraysByte_BGR(mesh->xyz_array, dst, cnt, mesh->normals_array);
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}
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break;
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case RGB_GEN_WAVE:
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@ -855,10 +876,10 @@ static unsigned int BE_GenerateColourMods(unsigned int vertcount, const shaderpa
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}
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}
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else if (m->colors4f_array &&
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(pass->rgbgen == RGB_GEN_VERTEX) ||
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((pass->rgbgen == RGB_GEN_VERTEX) ||
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(pass->rgbgen == RGB_GEN_EXACT_VERTEX) ||
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(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX) ||
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(pass->alphagen == ALPHA_GEN_VERTEX))
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(pass->alphagen == ALPHA_GEN_VERTEX)))
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{
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for (vertcount = 0, mno = 0; mno < shaderstate.nummeshes; mno++)
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{
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@ -1396,6 +1417,33 @@ static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vert
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return true;
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}
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static void BE_Cull(unsigned int cullflags)
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{
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cullflags |= r_refdef.flipcull;
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if (shaderstate.curcull != cullflags)
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{
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shaderstate.curcull = cullflags;
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if (shaderstate.curcull & 1)
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{
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if (shaderstate.curcull & SHADER_CULL_FRONT)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
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else if (shaderstate.curcull & SHADER_CULL_BACK)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
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}
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else
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{
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if (shaderstate.curcull & SHADER_CULL_FRONT)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
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else if (shaderstate.curcull & SHADER_CULL_BACK)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
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}
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}
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}
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static void BE_DrawMeshChain_Internal(void)
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{
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unsigned int vertcount, idxcount, idxfirst;
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@ -1406,16 +1454,7 @@ static void BE_DrawMeshChain_Internal(void)
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unsigned int passno = 0;
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shaderpass_t *pass = shaderstate.curshader->passes;
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if (shaderstate.curcull != (shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK)))
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{
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shaderstate.curcull = shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK);
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if (shaderstate.curcull & SHADER_CULL_FRONT)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
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else if (shaderstate.curcull & SHADER_CULL_BACK)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
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}
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BE_Cull(shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK));
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for (mno = 0, vertcount = 0, idxcount = 0; mno < shaderstate.nummeshes; mno++)
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{
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@ -1453,17 +1492,35 @@ static void BE_DrawMeshChain_Internal(void)
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d3dcheck(IDirect3DIndexBuffer9_Unlock(shaderstate.dynidx_buff));
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d3dcheck(IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.dynidx_buff));
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/*now go through and flush each pass*/
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for (passno = 0; passno < shaderstate.curshader->numpasses; passno += pass->numMergedPasses)
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if (shaderstate.mode == BEM_DEPTHONLY)
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{
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if (!BE_DrawMeshChain_SetupPass(pass+passno, vertcount))
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continue;
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#ifdef BENCH
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shaderstate.bench.draws++;
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if (shaderstate.bench.clamp && shaderstate.bench.clamp < shaderstate.bench.draws)
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continue;
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#endif
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, 0);
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/*deactivate any extras*/
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for (passno = 0; passno < shaderstate.lastpasscount; )
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{
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d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, 5+passno, NULL, 0, 0));
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BindTexture(passno, NULL);
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d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
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passno++;
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}
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shaderstate.lastpasscount = 0;
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d3dcheck(IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3));
|
||||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_ALPHA);
|
||||
}
|
||||
else
|
||||
{
|
||||
/*now go through and flush each pass*/
|
||||
for (passno = 0; passno < shaderstate.curshader->numpasses; passno += pass->numMergedPasses)
|
||||
{
|
||||
if (!BE_DrawMeshChain_SetupPass(pass+passno, vertcount))
|
||||
continue;
|
||||
#ifdef BENCH
|
||||
shaderstate.bench.draws++;
|
||||
if (shaderstate.bench.clamp && shaderstate.bench.clamp < shaderstate.bench.draws)
|
||||
continue;
|
||||
#endif
|
||||
d3dcheck(IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1712,6 +1769,8 @@ static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
|
|||
float mv[16];
|
||||
float m[16];
|
||||
|
||||
shaderstate.curentity = e;
|
||||
|
||||
m[0] = e->axis[0][0];
|
||||
m[1] = e->axis[0][1];
|
||||
m[2] = e->axis[0][2];
|
||||
|
@ -1808,7 +1867,7 @@ static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
|
|||
}
|
||||
}
|
||||
|
||||
static void BE_SubmitBatch(batch_t *batch)
|
||||
void BE_SubmitBatch(batch_t *batch)
|
||||
{
|
||||
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
|
||||
if (!shaderstate.nummeshes)
|
||||
|
@ -1818,8 +1877,8 @@ static void BE_SubmitBatch(batch_t *batch)
|
|||
return;
|
||||
if (shaderstate.curentity != batch->ent)
|
||||
{
|
||||
shaderstate.curentity = batch->ent;
|
||||
BE_RotateForEntity(batch->ent, batch->ent->model);
|
||||
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
|
||||
}
|
||||
shaderstate.meshlist = batch->mesh + batch->firstmesh;
|
||||
shaderstate.curshader = batch->shader;
|
||||
|
@ -1845,6 +1904,7 @@ void BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t
|
|||
|
||||
void BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums)
|
||||
{
|
||||
shaderstate.curtime = realtime;
|
||||
shaderstate.curshader = shader;
|
||||
shaderstate.curtexnums = texnums?texnums:&shader->defaulttextures;
|
||||
shaderstate.curlightmap = r_nulltex;
|
||||
|
@ -2073,8 +2133,8 @@ static void BE_SubmitMeshesSortList(batch_t *sortlist)
|
|||
|
||||
if (batch->shader->flags & SHADER_SKY)
|
||||
{
|
||||
// if (shaderstate.mode == BEM_STANDARD)
|
||||
// R_DrawSkyChain (batch);
|
||||
if (shaderstate.mode == BEM_STANDARD)
|
||||
R_DrawSkyChain (batch);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -2082,6 +2142,298 @@ static void BE_SubmitMeshesSortList(batch_t *sortlist)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
/*generates a new modelview matrix, as well as vpn vectors*/
|
||||
static void R_MirrorMatrix(plane_t *plane)
|
||||
{
|
||||
float mirror[16];
|
||||
float view[16];
|
||||
float result[16];
|
||||
|
||||
vec3_t pnorm;
|
||||
VectorNegate(plane->normal, pnorm);
|
||||
|
||||
mirror[0] = 1-2*pnorm[0]*pnorm[0];
|
||||
mirror[1] = -2*pnorm[0]*pnorm[1];
|
||||
mirror[2] = -2*pnorm[0]*pnorm[2];
|
||||
mirror[3] = 0;
|
||||
|
||||
mirror[4] = -2*pnorm[1]*pnorm[0];
|
||||
mirror[5] = 1-2*pnorm[1]*pnorm[1];
|
||||
mirror[6] = -2*pnorm[1]*pnorm[2] ;
|
||||
mirror[7] = 0;
|
||||
|
||||
mirror[8] = -2*pnorm[2]*pnorm[0];
|
||||
mirror[9] = -2*pnorm[2]*pnorm[1];
|
||||
mirror[10] = 1-2*pnorm[2]*pnorm[2];
|
||||
mirror[11] = 0;
|
||||
|
||||
mirror[12] = -2*pnorm[0]*plane->dist;
|
||||
mirror[13] = -2*pnorm[1]*plane->dist;
|
||||
mirror[14] = -2*pnorm[2]*plane->dist;
|
||||
mirror[15] = 1;
|
||||
|
||||
view[0] = vpn[0];
|
||||
view[1] = vpn[1];
|
||||
view[2] = vpn[2];
|
||||
view[3] = 0;
|
||||
|
||||
view[4] = -vright[0];
|
||||
view[5] = -vright[1];
|
||||
view[6] = -vright[2];
|
||||
view[7] = 0;
|
||||
|
||||
view[8] = vup[0];
|
||||
view[9] = vup[1];
|
||||
view[10] = vup[2];
|
||||
view[11] = 0;
|
||||
|
||||
view[12] = r_refdef.vieworg[0];
|
||||
view[13] = r_refdef.vieworg[1];
|
||||
view[14] = r_refdef.vieworg[2];
|
||||
view[15] = 1;
|
||||
|
||||
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
|
||||
|
||||
Matrix4_Multiply(mirror, view, result);
|
||||
|
||||
vpn[0] = result[0];
|
||||
vpn[1] = result[1];
|
||||
vpn[2] = result[2];
|
||||
|
||||
vright[0] = -result[4];
|
||||
vright[1] = -result[5];
|
||||
vright[2] = -result[6];
|
||||
|
||||
vup[0] = result[8];
|
||||
vup[1] = result[9];
|
||||
vup[2] = result[10];
|
||||
|
||||
r_refdef.vieworg[0] = result[12];
|
||||
r_refdef.vieworg[1] = result[13];
|
||||
r_refdef.vieworg[2] = result[14];
|
||||
}
|
||||
static entity_t *R_NearestPortal(plane_t *plane)
|
||||
{
|
||||
int i;
|
||||
entity_t *best = NULL;
|
||||
float dist, bestd = 0;
|
||||
for (i = 0; i < cl_numvisedicts; i++)
|
||||
{
|
||||
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
|
||||
{
|
||||
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
|
||||
dist = fabs(dist);
|
||||
if (dist < 64 && (!best || dist < bestd))
|
||||
best = &cl_visedicts[i];
|
||||
}
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
|
||||
{
|
||||
int i;
|
||||
vec3_t local;
|
||||
vec3_t transformed;
|
||||
float d;
|
||||
|
||||
local[0] = in[0] - planeo[0];
|
||||
local[1] = in[1] - planeo[1];
|
||||
local[2] = in[2] - planeo[2];
|
||||
|
||||
VectorClear(transformed);
|
||||
for ( i = 0 ; i < 3 ; i++ )
|
||||
{
|
||||
d = DotProduct(local, planea[i]);
|
||||
VectorMA(transformed, d, viewa[i], transformed);
|
||||
}
|
||||
|
||||
result[0] = transformed[0] + viewo[0];
|
||||
result[1] = transformed[1] + viewo[1];
|
||||
result[2] = transformed[2] + viewo[2];
|
||||
}
|
||||
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
|
||||
{
|
||||
int i;
|
||||
float d;
|
||||
vec3_t tmp;
|
||||
|
||||
VectorCopy(in, tmp);
|
||||
|
||||
VectorClear(result);
|
||||
for ( i = 0 ; i < 3 ; i++ )
|
||||
{
|
||||
d = DotProduct(tmp, planea[i]);
|
||||
VectorMA(result, d, viewa[i], result);
|
||||
}
|
||||
}
|
||||
static R_RenderScene(void)
|
||||
{
|
||||
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)r_refdef.m_projection);
|
||||
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
|
||||
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
||||
Surf_DrawWorld();
|
||||
}
|
||||
|
||||
static void R_DrawPortal(batch_t *batch, batch_t **blist)
|
||||
{
|
||||
entity_t *view;
|
||||
float glplane[4];
|
||||
plane_t plane;
|
||||
refdef_t oldrefdef;
|
||||
mesh_t *mesh = batch->mesh[batch->firstmesh];
|
||||
int sort;
|
||||
|
||||
if (r_refdef.recurse)
|
||||
return;
|
||||
|
||||
VectorCopy(mesh->normals_array[0], plane.normal);
|
||||
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
|
||||
|
||||
//if we're too far away from the surface, don't draw anything
|
||||
if (batch->shader->flags & SHADER_AGEN_PORTAL)
|
||||
{
|
||||
/*there's a portal alpha blend on that surface, that fades out after this distance*/
|
||||
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
|
||||
return;
|
||||
}
|
||||
//if we're behind it, then also don't draw anything.
|
||||
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < 0)
|
||||
return;
|
||||
|
||||
view = R_NearestPortal(&plane);
|
||||
//if (!view)
|
||||
// return;
|
||||
|
||||
oldrefdef = r_refdef;
|
||||
r_refdef.recurse = true;
|
||||
|
||||
r_refdef.externalview = true;
|
||||
|
||||
if (!view || VectorCompare(view->origin, view->oldorigin))
|
||||
{
|
||||
r_refdef.flipcull ^= true;
|
||||
R_MirrorMatrix(&plane);
|
||||
}
|
||||
else
|
||||
{
|
||||
float d;
|
||||
vec3_t paxis[3], porigin, vaxis[3], vorg;
|
||||
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
||||
|
||||
/*calculate where the surface is meant to be*/
|
||||
VectorCopy(mesh->normals_array[0], paxis[0]);
|
||||
PerpendicularVector(paxis[1], paxis[0]);
|
||||
CrossProduct(paxis[0], paxis[1], paxis[2]);
|
||||
d = DotProduct(view->origin, plane.normal) - plane.dist;
|
||||
VectorMA(view->origin, -d, paxis[0], porigin);
|
||||
|
||||
/*grab the camera origin*/
|
||||
VectorNegate(view->axis[0], vaxis[0]);
|
||||
VectorNegate(view->axis[1], vaxis[1]);
|
||||
VectorCopy(view->axis[2], vaxis[2]);
|
||||
VectorCopy(view->oldorigin, vorg);
|
||||
|
||||
VectorCopy(vorg, r_refdef.pvsorigin);
|
||||
|
||||
/*rotate it a bit*/
|
||||
RotatePointAroundVector(vaxis[1], vaxis[0], view->axis[1], sin(realtime)*4);
|
||||
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
|
||||
|
||||
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
|
||||
TransformDir(vpn, paxis, vaxis, vpn);
|
||||
TransformDir(vright, paxis, vaxis, vright);
|
||||
TransformDir(vup, paxis, vaxis, vup);
|
||||
}
|
||||
Matrix4_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
|
||||
VectorAngles(vpn, vup, r_refdef.viewangles);
|
||||
VectorCopy(r_refdef.vieworg, r_origin);
|
||||
|
||||
/*FIXME: the batch stuff should be done in renderscene*/
|
||||
|
||||
/*fixup the first mesh index*/
|
||||
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
|
||||
for (batch = blist[sort]; batch; batch = batch->next)
|
||||
{
|
||||
batch->firstmesh = batch->meshes;
|
||||
}
|
||||
|
||||
/*FIXME: can we get away with stenciling the screen?*/
|
||||
/*Add to frustum culling instead of clip planes?*/
|
||||
glplane[0] = plane.normal[0];
|
||||
glplane[1] = plane.normal[1];
|
||||
glplane[2] = plane.normal[2];
|
||||
glplane[3] = -plane.dist;
|
||||
IDirect3DDevice9_SetClipPlane(pD3DDev9, 0, glplane);
|
||||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0);
|
||||
R_RenderScene();
|
||||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CLIPPLANEENABLE, 0);
|
||||
|
||||
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
|
||||
for (batch = blist[sort]; batch; batch = batch->next)
|
||||
{
|
||||
batch->firstmesh = 0;
|
||||
}
|
||||
r_refdef = oldrefdef;
|
||||
|
||||
/*broken stuff*/
|
||||
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
||||
VectorCopy (r_refdef.vieworg, r_origin);
|
||||
|
||||
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)r_refdef.m_projection);
|
||||
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
|
||||
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
||||
}
|
||||
|
||||
static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
|
||||
{
|
||||
batch_t *batch, *old;
|
||||
int i;
|
||||
/*attempt to draw portal shaders*/
|
||||
if (shaderstate.mode == BEM_STANDARD)
|
||||
{
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
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[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
|
||||
{
|
||||
if (old->meshes == old->firstmesh)
|
||||
continue;
|
||||
BE_SubmitBatch(old);
|
||||
}
|
||||
if (!old)
|
||||
{
|
||||
for (old = dynamiclist; old != batch; old = old->next)
|
||||
{
|
||||
if (old->meshes == old->firstmesh)
|
||||
continue;
|
||||
BE_SubmitBatch(old);
|
||||
}
|
||||
}
|
||||
BE_SelectMode(BEM_STANDARD, 0);
|
||||
|
||||
R_DrawPortal(batch, worldlist);
|
||||
|
||||
/*clear depth again*/
|
||||
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BE_SubmitMeshes (qboolean drawworld, batch_t **blist)
|
||||
{
|
||||
model_t *model = cl.worldmodel;
|
||||
|
@ -2091,8 +2443,8 @@ 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, blist[i]);
|
||||
if (i == SHADER_SORT_PORTAL /*&& !r_noportals.ival*/ && !r_refdef.recurse)
|
||||
BE_SubmitMeshesPortals(model->batches, blist[i]);
|
||||
|
||||
BE_SubmitMeshesSortList(model->batches[i]);
|
||||
}
|
||||
|
@ -2105,6 +2457,8 @@ void BE_DrawWorld (qbyte *vis)
|
|||
batch_t *batches[SHADER_SORT_COUNT];
|
||||
RSpeedLocals();
|
||||
|
||||
shaderstate.curentity = NULL;
|
||||
|
||||
if (!r_refdef.recurse)
|
||||
{
|
||||
if (shaderstate.wbatch > shaderstate.maxwbatches)
|
||||
|
@ -2119,8 +2473,6 @@ void BE_DrawWorld (qbyte *vis)
|
|||
|
||||
BE_GenModelBatches(batches);
|
||||
|
||||
shaderstate.curtime = realtime;
|
||||
|
||||
if (vis)
|
||||
{
|
||||
BE_UploadLightmaps(false);
|
||||
|
|
|
@ -198,7 +198,7 @@ static LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_32(d3dtexture_t *tex, unsigned in
|
|||
return (LPDIRECT3DBASETEXTURE9)newsurf;
|
||||
}
|
||||
|
||||
static LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8(d3dtexture_t *tex, unsigned char *data, int width, int height, int flags, enum uploadfmt fmt)
|
||||
static LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8(d3dtexture_t *tex, unsigned char *data, unsigned int *pal32, int width, int height, int flags, enum uploadfmt fmt)
|
||||
{
|
||||
static unsigned trans[1024*1024];
|
||||
int i, s;
|
||||
|
@ -218,11 +218,11 @@ static LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8(d3dtexture_t *tex, unsigned cha
|
|||
p = data[i];
|
||||
noalpha = true;
|
||||
if (p > 255-vid.fullbright)
|
||||
trans[i] = d_8to24rgbtable[p];
|
||||
trans[i] = pal32[p];
|
||||
else
|
||||
{
|
||||
noalpha = false;
|
||||
trans[i] = d_8to24rgbtable[p] & 0x00ffffff;
|
||||
trans[i] = pal32[p] & 0x00ffffff;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -238,7 +238,7 @@ static LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8(d3dtexture_t *tex, unsigned cha
|
|||
trans[i] = 0;
|
||||
}
|
||||
else
|
||||
trans[i] = d_8to24rgbtable[p];
|
||||
trans[i] = pal32[p];
|
||||
}
|
||||
|
||||
switch(fmt)
|
||||
|
@ -291,14 +291,14 @@ static LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8(d3dtexture_t *tex, unsigned cha
|
|||
{
|
||||
for (i=(s&~3)-4 ; i>=0 ; i-=4)
|
||||
{
|
||||
trans[i] = d_8to24rgbtable[data[i]];
|
||||
trans[i+1] = d_8to24rgbtable[data[i+1]];
|
||||
trans[i+2] = d_8to24rgbtable[data[i+2]];
|
||||
trans[i+3] = d_8to24rgbtable[data[i+3]];
|
||||
trans[i] = pal32[data[i]];
|
||||
trans[i+1] = pal32[data[i+1]];
|
||||
trans[i+2] = pal32[data[i+2]];
|
||||
trans[i+3] = pal32[data[i+3]];
|
||||
}
|
||||
for (i=s&~3 ; i<s ; i++) //wow, funky
|
||||
{
|
||||
trans[i] = d_8to24rgbtable[data[i]];
|
||||
trans[i] = pal32[data[i]];
|
||||
}
|
||||
}
|
||||
return D3D9_LoadTexture_32(tex, trans, width, height, flags);
|
||||
|
@ -348,7 +348,7 @@ texid_t D3D9_LoadTexture (char *identifier, int width, int height, enum uploadfm
|
|||
case TF_H2_TRANS8_0:
|
||||
case TF_H2_T4A4:
|
||||
case TF_TRANS8_FULLBRIGHT:
|
||||
tid.ptr = D3D9_LoadTexture_8(tex, data, width, height, flags, fmt);
|
||||
tid.ptr = D3D9_LoadTexture_8(tex, data, d_8to24rgbtable, width, height, flags, fmt);
|
||||
return tid;
|
||||
case TF_RGBA32:
|
||||
tid.ptr = D3D9_LoadTexture_32(tex, data, width, height, flags);
|
||||
|
@ -372,11 +372,22 @@ texid_t D3D9_FindTexture (char *identifier)
|
|||
|
||||
texid_t D3D9_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags)
|
||||
{
|
||||
return r_nulltex;
|
||||
d3dtexture_t *tex = d3d_lookup_texture(identifier);
|
||||
tex->tex.ptr = D3D9_LoadTexture_8(tex, data, (unsigned int *)palette32, width, height, flags, TF_SOLID8);
|
||||
return tex->tex;
|
||||
}
|
||||
texid_t D3D9_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags)
|
||||
{
|
||||
return r_nulltex;
|
||||
unsigned int pal32[256];
|
||||
int i;
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
pal32[i] = 0x00000000 |
|
||||
(palette24[i*3+2]<<24) |
|
||||
(palette24[i*3+1]<<8) |
|
||||
(palette24[i*3+0]<<0);
|
||||
}
|
||||
return D3D9_LoadTexture8Pal32(identifier, width, height, data, pal32, flags);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1122,17 +1122,24 @@ static void D3D9_SetupViewPort(void)
|
|||
|
||||
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
|
||||
|
||||
Matrix4_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value);
|
||||
/*view matrix*/
|
||||
Matrix4_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
|
||||
d3d9error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view));
|
||||
|
||||
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)r_refdef.m_projection);
|
||||
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
|
||||
/*d3d projection matricies scale depth to 0 to 1*/
|
||||
Matrix4_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value/2);
|
||||
d3d9error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)r_refdef.m_projection));
|
||||
/*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/
|
||||
Matrix4_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value);
|
||||
}
|
||||
|
||||
static void (D3D9_R_RenderView) (void)
|
||||
{
|
||||
D3D9_SetupViewPort();
|
||||
d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET| D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0));
|
||||
if (r_clear.ival && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
||||
d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0));
|
||||
else
|
||||
d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0));
|
||||
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
||||
RQ_BeginFrame();
|
||||
Surf_DrawWorld();
|
||||
|
|
|
@ -327,7 +327,7 @@ extern cvar_t r_glsl_offsetmapping, r_noportals;
|
|||
#endif
|
||||
|
||||
static void BE_SendPassBlendAndDepth(unsigned int sbits);
|
||||
static void BE_SubmitBatch(batch_t *batch);
|
||||
void BE_SubmitBatch(batch_t *batch);
|
||||
|
||||
struct {
|
||||
//internal state
|
||||
|
@ -2641,7 +2641,7 @@ void BE_DrawPolys(qboolean decalsset)
|
|||
BE_DrawMesh_Single(cl_stris[i].shader, &m, NULL, &cl_stris[i].shader->defaulttextures);
|
||||
}
|
||||
}
|
||||
static void BE_SubmitBatch(batch_t *batch)
|
||||
void BE_SubmitBatch(batch_t *batch)
|
||||
{
|
||||
model_t *model = cl.worldmodel;
|
||||
int lm;
|
||||
|
|
|
@ -74,7 +74,6 @@ cvar_t r_norefresh = SCVAR("r_norefresh","0");
|
|||
extern cvar_t gl_part_flame;
|
||||
extern cvar_t r_bloom;
|
||||
|
||||
cvar_t gl_clear = SCVAR("gl_clear","0");
|
||||
cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
|
||||
cvar_t gl_playermip = SCVAR("gl_playermip","0");
|
||||
cvar_t gl_reporttjunctions = SCVAR("gl_reporttjunctions","0");
|
||||
|
@ -1404,7 +1403,7 @@ void R_Clear (void)
|
|||
/*tbh, this entire function should be in the backend*/
|
||||
GL_ForceDepthWritable();
|
||||
{
|
||||
if (gl_clear.value && !r_secondaryview && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
||||
if (r_clear.ival && !r_secondaryview && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
||||
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
else
|
||||
qglClear (GL_DEPTH_BUFFER_BIT);
|
||||
|
|
|
@ -1122,6 +1122,7 @@ static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **pt
|
|||
pass->tcgen = TC_GEN_BASE;
|
||||
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
|
||||
pass->texgen = T_GEN_SINGLEMAP;
|
||||
pass->flags |= SHADER_PASS_CLAMP;
|
||||
|
||||
if (!TEXVALID(pass->anim_frames[0]))
|
||||
{
|
||||
|
|
|
@ -458,6 +458,9 @@ static void GL_SkyForceDepth(batch_t *batch)
|
|||
|
||||
static void GL_DrawSkySphere (batch_t *batch, shader_t *shader)
|
||||
{
|
||||
static entity_t skyent;
|
||||
batch_t b;
|
||||
mesh_t *m;
|
||||
float time = cl.gametime+realtime-cl.gametimemark;
|
||||
|
||||
float skydist = gl_maxdist.value;
|
||||
|
@ -465,18 +468,28 @@ static void GL_DrawSkySphere (batch_t *batch, shader_t *shader)
|
|||
skydist=gl_skyboxdist.value;
|
||||
skydist/=16;
|
||||
|
||||
#ifdef GLQUAKE
|
||||
BE_SelectEntity(&r_worldentity);
|
||||
//scale sky sphere and place around view origin.
|
||||
qglPushMatrix();
|
||||
qglTranslatef(r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2]);
|
||||
qglScalef(skydist, skydist, skydist);
|
||||
VectorCopy(r_refdef.vieworg, skyent.origin);
|
||||
skyent.axis[0][0] = skydist;
|
||||
skyent.axis[0][1] = 0;
|
||||
skyent.axis[0][3] = 0;
|
||||
skyent.axis[1][0] = 0;
|
||||
skyent.axis[1][1] = skydist;
|
||||
skyent.axis[1][2] = 0;
|
||||
skyent.axis[2][0] = 0;
|
||||
skyent.axis[2][1] = 0;
|
||||
skyent.axis[2][2] = skydist;
|
||||
skyent.scale = 1;
|
||||
|
||||
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
|
||||
gl_skyspherecalc(2);
|
||||
BE_DrawMesh_Single(shader, &skymesh, NULL, &batch->shader->defaulttextures);
|
||||
qglPopMatrix();
|
||||
#endif
|
||||
b = *batch;
|
||||
b.meshes = 1;
|
||||
b.firstmesh = 0;
|
||||
m = &skymesh;
|
||||
b.mesh = &m;
|
||||
b.ent = &skyent;
|
||||
b.shader = shader;
|
||||
BE_SubmitBatch(&b);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -291,14 +291,6 @@ void FTE_DEPRECATED R_BackendInit(void);
|
|||
void FTE_DEPRECATED R_IBrokeTheArrays(void);
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
//
|
||||
// gl_warp.c
|
||||
//
|
||||
void R_DrawSkyChain (batch_t *batch); /*called from the backend, and calls back into it*/
|
||||
texnums_t R_InitSky (texture_t *mt, qbyte *src); /*generate q1 sky texnums*/
|
||||
|
||||
//
|
||||
// gl_draw.c
|
||||
//
|
||||
|
|
|
@ -211,6 +211,7 @@ typedef struct shaderpass_s {
|
|||
|
||||
enum {
|
||||
SHADER_PASS_NOMIPMAP = 1<<1,
|
||||
SHADER_PASS_CLAMP = 1<<2,
|
||||
SHADER_PASS_NOCOLORARRAY = 1<< 3,
|
||||
|
||||
//FIXME: remove these
|
||||
|
@ -402,6 +403,7 @@ void BE_SelectMode(backendmode_t mode, unsigned int flags);
|
|||
Rules for using a list: Every mesh must be part of the same VBO, shader, lightmap, and must have the same pointers set*/
|
||||
void BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums);
|
||||
void BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums);
|
||||
void BE_SubmitBatch(batch_t *batch);
|
||||
batch_t *BE_GetTempBatch(void);
|
||||
|
||||
//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required
|
||||
|
|
Loading…
Reference in a new issue