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https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
A bugfix and a slightly more efficient rendering thingie.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1399 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 36 additions and 21 deletions
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@ -42,6 +42,7 @@ extern cvar_t r_shadow_glsl_offsetmapping_bias;
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extern int detailtexture;
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extern cvar_t gl_bump;
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extern cvar_t gl_specular;
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extern cvar_t gl_mylumassuck;
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//end header confict
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extern cvar_t gl_schematics;
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@ -396,6 +397,8 @@ static void PPL_BaseChain_NoBump_2TMU_Overbright(msurface_t *s, texture_t *tex)
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GL_SelectTexture(GL_TEXTURE1_ARB);
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_TexEnv(GL_MODULATE);
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if (overbright != 1)
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{
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@ -1174,7 +1177,7 @@ static void PPL_BaseChain_Flat(msurface_t *first)
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for (s = first; s ; s=s->texturechain)
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PPL_GenerateArrays(s);
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PPL_FlushArrays();
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qglEnable(GL_TEXTURE_2D); //texturing? who wants texturing?!?!
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qglEnable(GL_TEXTURE_2D);
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return;
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}
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else
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@ -1207,19 +1210,22 @@ static void PPL_BaseChain_Flat(msurface_t *first)
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PPL_EnableVertexArrays();
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GL_TexEnv(GL_MODULATE);
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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qglTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
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for (s = first; s ; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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PPL_FlushArrays();
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if (vi < 0)
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{
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qglEnable(GL_TEXTURE_2D);
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else if (s->lightmaptexturenum < 0)
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qglDisable(GL_TEXTURE_2D);
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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vi = s->lightmaptexturenum;
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if (s->lightmaptexturenum < 0)
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{
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qglDisable(GL_TEXTURE_2D);
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qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if (vi>=0)
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{
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@ -1243,21 +1249,21 @@ static void PPL_BaseChain_Flat(msurface_t *first)
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{
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if (iswall != 0)
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{
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PPL_FlushArrays();
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iswall=0;
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qglColor4fv(wallcolour);
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}
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}
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else if (iswall != 1)
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{
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PPL_FlushArrays();
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iswall=1;
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qglColor4fv(floorcolour);
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}
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PPL_GenerateArrays(s);
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qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
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qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
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qglDrawRangeElements(GL_TRIANGLES, 0, s->mesh->numvertexes, s->mesh->numindexes, GL_UNSIGNED_INT, s->mesh->indexes);
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}
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PPL_FlushArrays();
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qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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qglColor3f(1,1,1);
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}
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@ -1587,7 +1593,9 @@ static void PPL_FullBrightTextureChain(msurface_t *first)
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if (t->gl_texturenumfb && r_fb_bmodels.value && cls.allow_luma)
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{
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GL_Bind(t->gl_texturenumfb);
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qglBlendFunc(GL_ONE, GL_ONE);
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qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
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if (gl_mylumassuck.value)
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qglEnable(GL_ALPHA_TEST);
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PPL_EnableVertexArrays();
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -1597,6 +1605,9 @@ static void PPL_FullBrightTextureChain(msurface_t *first)
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PPL_GenerateArrays(s);
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}
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PPL_FlushArrays();
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if (gl_mylumassuck.value)
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qglDisable(GL_ALPHA_TEST);
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}
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}
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@ -1704,24 +1715,26 @@ void PPL_BaseBModelTextures(entity_t *e)
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// calculate dynamic lighting for bmodel if it's not an
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// instanced model
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if (currentmodel->nummodelsurfaces != 0 && r_dynamic.value)
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if (model->fromgame != fg_quake3)
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{
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for (k=0 ; k<MAX_SWLIGHTS ; k++)
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if (currentmodel->nummodelsurfaces != 0 && r_dynamic.value)
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{
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if (!cl_dlights[k].radius)
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continue;
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if (cl_dlights[k].nodynamic)
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continue;
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for (k=0 ; k<MAX_SWLIGHTS ; k++)
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{
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if (!cl_dlights[k].radius)
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continue;
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if (cl_dlights[k].nodynamic)
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continue;
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currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
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currentmodel->nodes + currentmodel->hulls[0].firstclipnode);
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currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
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currentmodel->nodes + currentmodel->hulls[0].firstclipnode);
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}
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}
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}
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//update lightmaps.
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if (model->fromgame != fg_quake3)
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for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
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R_RenderDynamicLightmaps (s);
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}
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for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
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@ -1755,6 +1768,7 @@ void PPL_BaseBModelTextures(entity_t *e)
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R_IBrokeTheArrays();
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}
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#ifdef Q3SHADERS
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void R_DrawLightning(entity_t *e)
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{
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vec3_t v;
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@ -1889,6 +1903,7 @@ void R_DrawRailCore(entity_t *e)
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R_RenderMeshBuffer ( &mb, false );
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}
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#endif
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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