mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
port over gl's lighting improvements. only gives ~4.6% improvement on my c600
but that's better than nothing. (34.41 to 36.00)
This commit is contained in:
parent
c64c31b2e9
commit
a81828fe38
3 changed files with 147 additions and 26 deletions
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@ -456,7 +456,7 @@ R_RecursiveWorldNode (mnode_t *node, int clipflags)
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if (c) {
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if (c) {
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do {
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do {
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(*mark)->visframe = r_framecount;
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(*mark)->visframe = r_visframecount;
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mark++;
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mark++;
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} while (--c);
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} while (--c);
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}
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}
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@ -505,7 +505,7 @@ R_RecursiveWorldNode (mnode_t *node, int clipflags)
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if (dot < -BACKFACE_EPSILON) {
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if (dot < -BACKFACE_EPSILON) {
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do {
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do {
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if ((surf->flags & SURF_PLANEBACK) &&
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if ((surf->flags & SURF_PLANEBACK) &&
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(surf->visframe == r_framecount)) {
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(surf->visframe == r_visframecount)) {
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if (r_drawpolys) {
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if (r_drawpolys) {
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if (r_worldpolysbacktofront) {
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if (r_worldpolysbacktofront) {
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if (numbtofpolys < MAX_BTOFPOLYS) {
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if (numbtofpolys < MAX_BTOFPOLYS) {
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@ -527,7 +527,7 @@ R_RecursiveWorldNode (mnode_t *node, int clipflags)
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} else if (dot > BACKFACE_EPSILON) {
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} else if (dot > BACKFACE_EPSILON) {
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do {
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do {
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if (!(surf->flags & SURF_PLANEBACK) &&
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if (!(surf->flags & SURF_PLANEBACK) &&
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(surf->visframe == r_framecount)) {
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(surf->visframe == r_visframecount)) {
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if (r_drawpolys) {
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if (r_drawpolys) {
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if (r_worldpolysbacktofront) {
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if (r_worldpolysbacktofront) {
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if (numbtofpolys < MAX_BTOFPOLYS) {
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if (numbtofpolys < MAX_BTOFPOLYS) {
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@ -34,8 +34,6 @@
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#include "r_local.h"
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#include "r_local.h"
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int r_dlightframecount;
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void
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void
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R_AnimateLight (void)
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R_AnimateLight (void)
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@ -64,40 +62,167 @@ R_AnimateLight (void)
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void
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void
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R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, model_t *model)
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R_RecursiveMarkLights (vec3_t lightorigin, dlight_t *light, int bit,
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mnode_t *node)
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{
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{
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mnode_t *node = (mnode_t *)model;//FIXME evilness
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mplane_t *splitplane;
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mplane_t *splitplane;
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float dist;
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float ndist, maxdist;
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msurface_t *surf;
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msurface_t *surf;
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int i;
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int i;
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maxdist = light->radius * light->radius;
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loc0:
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if (node->contents < 0)
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if (node->contents < 0)
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return;
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return;
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splitplane = node->plane;
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splitplane = node->plane;
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dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius) {
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if (ndist > light->radius) {
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R_MarkLights (lightorigin, light, bit, (model_t*)node->children[0]);
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if (node->children[0]->contents >= 0) {
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node = node->children[0];
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goto loc0;
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}
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return;
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return;
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}
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}
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if (dist < -light->radius) {
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if (ndist < -light->radius) {
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R_MarkLights (lightorigin, light, bit, (model_t*)node->children[1]);
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if (node->children[1]->contents >= 0) {
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node = node->children[1];
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goto loc0;
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}
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return;
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return;
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}
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}
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// mark the polygons
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// mark the polygons
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surf = r_worldentity.model->surfaces + node->firstsurface;
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surf = r_worldentity.model->surfaces + node->firstsurface;
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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if (surf->dlightframe != r_dlightframecount) {
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if (surf->dlightframe != r_framecount) {
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surf->dlightbits = 0;
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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surf->dlightframe = r_framecount;
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}
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}
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surf->dlightbits |= bit;
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surf->dlightbits |= bit;
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}
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}
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R_MarkLights (lightorigin, light, bit, (model_t*)node->children[0]);
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if (node->children[0]->contents >= 0) {
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R_MarkLights (lightorigin, light, bit, (model_t*)node->children[1]);
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if (node->children[1]->contents >= 0)
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R_RecursiveMarkLights (lightorigin, light, bit, node->children[1]);
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node = node->children[0];
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goto loc0;
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} else if (node->children[1]->contents >= 0) {
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node = node->children[1];
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goto loc0;
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}
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}
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static void
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mark_surfaces (msurface_t *surf, vec3_t lightorigin, dlight_t *light,
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int bit)
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{
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float dist;
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#if 1
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float dist2, d;
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float maxdist = light->radius * light->radius;
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vec3_t impact;
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#endif
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dist = PlaneDiff(lightorigin, surf->plane);
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if (surf->flags & SURF_PLANEBACK)
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dist = -dist;
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if ((dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
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|| dist > light->radius)
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return;
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#if 1
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dist2 = dist * dist;
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dist = -dist;
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VectorMA (light->origin, dist, surf->plane->normal, impact);
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d = DotProduct (impact, surf->texinfo->vecs[0])
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+ surf->texinfo->vecs[0][3] - surf->texturemins[0];
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if (d < 0) {
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dist2 += d * d;
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if (dist2 >= maxdist)
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return;
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} else {
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d -= surf->extents[0] + 16;
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if (d > 0) {
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dist2 += d * d;
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if (dist2 >= maxdist)
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return;
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}
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}
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d = DotProduct (impact, surf->texinfo->vecs[1])
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+ surf->texinfo->vecs[1][3] - surf->texturemins[1];
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if (d < 0) {
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dist2 += d * d;
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if (dist2 >= maxdist)
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return;
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} else {
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d -= surf->extents[1] + 16;
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if (d > 0) {
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dist2 += d * d;
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if (dist2 >= maxdist)
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return;
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}
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}
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#endif
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if (surf->dlightframe != r_framecount) {
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surf->dlightbits = 0;
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surf->dlightframe = r_framecount;
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}
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surf->dlightbits |= bit;
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}
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void
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R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, model_t *model)
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{
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mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
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if (!pvsleaf->compressed_vis) {
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mnode_t *node = model->nodes + model->hulls[0].firstclipnode;
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R_RecursiveMarkLights (lightorigin, light, bit, node);
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} else {
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float radius = light->radius;
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vec3_t mins, maxs;
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int leafnum = 0;
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byte *in = pvsleaf->compressed_vis;
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byte vis_bits;
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mins[0] = lightorigin[0] - radius;
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mins[1] = lightorigin[1] - radius;
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mins[2] = lightorigin[2] - radius;
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maxs[0] = lightorigin[0] + radius;
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maxs[1] = lightorigin[1] + radius;
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maxs[2] = lightorigin[2] + radius;
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while (leafnum < model->numleafs) {
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int i;
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if (!(vis_bits = *in++)) {
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leafnum += (*in++) * 8;
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continue;
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}
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for (i = 0; i < 8 && leafnum < model->numleafs; i++, leafnum++) {
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int m;
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mleaf_t *leaf = &model->leafs[leafnum + 1];
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if (!(vis_bits & (1 << i)))
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continue;
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if (leaf->visframe != r_visframecount)
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continue;
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if (leaf->mins[0] > maxs[0] || leaf->maxs[0] < mins[0]
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|| leaf->mins[1] > maxs[1] || leaf->maxs[1] < mins[1]
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|| leaf->mins[2] > maxs[2] || leaf->maxs[2] < mins[2])
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continue;
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if (leaf->dlightframe != r_framecount) {
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leaf->dlightbits = 0;
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leaf->dlightframe = r_framecount;
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}
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leaf->dlightbits |= bit;
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for (m = 0; m < leaf->nummarksurfaces; m++) {
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msurface_t *surf = leaf->firstmarksurface[m];
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if (surf->visframe != r_visframecount)
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continue;
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mark_surfaces (surf, lightorigin, light, bit);
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}
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}
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}
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}
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}
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}
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@ -108,15 +233,13 @@ R_PushDlights (vec3_t entorigin)
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dlight_t *l;
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dlight_t *l;
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vec3_t lightorigin;
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vec3_t lightorigin;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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l = r_dlights;
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l = r_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, l++) {
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for (i = 0; i < MAX_DLIGHTS; i++, l++) {
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if (l->die < r_realtime || !l->radius)
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if (l->die < r_realtime || !l->radius)
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continue;
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continue;
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VectorSubtract (l->origin, entorigin, lightorigin);
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VectorSubtract (l->origin, entorigin, lightorigin);
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R_MarkLights (lightorigin, l, 1 << i, (model_t*)r_worldentity.model->nodes);
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R_MarkLights (lightorigin, l, 1 << i, r_worldentity.model);
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}
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}
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}
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}
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@ -671,7 +671,6 @@ R_DrawBEntitiesOnList (void)
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VectorCopy (modelorg, oldorigin);
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VectorCopy (modelorg, oldorigin);
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insubmodel = true;
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insubmodel = true;
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r_dlightframecount = r_framecount;
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for (i = 0; i < r_numvisedicts; i++) {
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for (i = 0; i < r_numvisedicts; i++) {
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currententity = r_visedicts[i];
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currententity = r_visedicts[i];
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@ -713,10 +712,9 @@ R_DrawBEntitiesOnList (void)
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VectorSubtract (r_dlights[k].origin,
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VectorSubtract (r_dlights[k].origin,
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currententity->origin, lightorigin);
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currententity->origin, lightorigin);
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R_MarkLights (lightorigin, &r_dlights[k], 1 << k,
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R_RecursiveMarkLights (lightorigin, &r_dlights[k], 1 << k,
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(model_t*)(//FIXME this is so evil
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clmodel->nodes +
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clmodel->nodes +
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clmodel->hulls[0].firstclipnode));
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clmodel->hulls[0].firstclipnode);
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}
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}
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}
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}
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// if the driver wants polygons, deliver those.
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// if the driver wants polygons, deliver those.
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@ -852,12 +850,12 @@ R_RenderView_ (void)
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if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
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if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
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r_time1 = Sys_DoubleTime ();
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r_time1 = Sys_DoubleTime ();
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R_PushDlights (vec3_origin);
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R_SetupFrame ();
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R_SetupFrame ();
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R_MarkLeaves (); // done here so we know if we're in water
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R_MarkLeaves (); // done here so we know if we're in water
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R_PushDlights (vec3_origin);
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// make FDIV fast. This reduces timing precision after we've been running for a
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// make FDIV fast. This reduces timing precision after we've been running for a
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// while, so we don't do it globally. This also sets chop mode, and we do it
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// while, so we don't do it globally. This also sets chop mode, and we do it
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// here so that setup stuff like the refresh area calculations match what's
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// here so that setup stuff like the refresh area calculations match what's
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