Reverts part of 1331 and misc. fixes.

git-svn-id: https://svn.eduke32.com/eduke32@1332 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2009-04-19 09:49:27 +00:00
parent 779eda41da
commit ed7157f1e5

View file

@ -665,7 +665,6 @@ void polymer_loadboard(void)
}
polymer_getsky();
polymer_resetlights();
if (pr_verbosity >= 1) OSD_Printf("PR : Board loaded.\n");
}
@ -696,7 +695,7 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
depth = 0;
if (pr_shadows && lightcount > 0 && pr_shadowcount > 0)
if (pr_shadows && lightcount && (pr_shadowcount > 0))
polymer_prepareshadows();
bglMatrixMode(GL_MODELVIEW);
@ -983,12 +982,11 @@ void polymer_drawsprite(int32_t snum)
bglPopMatrix();
i = 0;
do
while (i < 4)
{
polymer_transformpoint(&inbuffer[i * 5], &spriteplane.buffer[i * 5], spritemodelview);
i++;
}
while (i < 4);
polymer_buffertoplane(spriteplane.buffer, NULL, 4, spriteplane.plane, spriteplane.t, spriteplane.b, spriteplane.n);
@ -1057,9 +1055,9 @@ static void polymer_displayrooms(int16_t dacursectnum)
polymer_extractfrustum(localmodelviewmatrix, localprojectionmatrix, frustum);
Bmemset(querydelay, 0, sizeof(int16_t) * MAXSECTORS);
Bmemset(queryid, 0, sizeof(GLuint) * MAXWALLS);
Bmemset(drawingstate, 0, sizeof(int16_t) * MAXSECTORS);
Bmemset(querydelay, 0, sizeof(int16_t) * numsectors);
Bmemset(queryid, 0, sizeof(GLuint) * numwalls);
Bmemset(drawingstate, 0, sizeof(int16_t) * numsectors);
front = 0;
back = 1;
@ -1073,7 +1071,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
// depth-only occlusion testing pass
// overridematerial = 0;
do
while (front != back)
{
sec = &sector[sectorqueue[front]];
@ -1084,7 +1082,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
doquery = 0;
i = 0;
do
while (i < sec->wallnum)
{
polymer_drawwall(sectorqueue[front], sec->wallptr + i);
@ -1095,10 +1093,9 @@ static void polymer_displayrooms(int16_t dacursectnum)
i++;
}
while (i < sec->wallnum);
i = 0;
do
while (i < sec->wallnum)
{
if ((wall[sec->wallptr + i].nextsector != -1) &&
(wallvisible(sec->wallptr + i)) &&
@ -1187,10 +1184,9 @@ static void polymer_displayrooms(int16_t dacursectnum)
i++;
}
while (i < sec->wallnum);
i = 0;
do
while (i < sec->wallnum)
{
if ((queryid[sec->wallptr + i]) &&
(!drawingstate[wall[sec->wallptr + i].nextsector]))
@ -1217,11 +1213,9 @@ static void polymer_displayrooms(int16_t dacursectnum)
i++;
}
while (i < sec->wallnum);
front++;
}
while (front != back);
// do the actual shaded drawing
// overridematerial = 0xFFFFFFFF;
@ -1324,9 +1318,9 @@ static void polymer_displayrooms(int16_t dacursectnum)
}
spritesortcnt = localspritesortcnt;
Bmemcpy(tsprite, localtsprite, sizeof(spritetype) * localspritesortcnt);
Bmemcpy(tsprite, localtsprite, sizeof(spritetype) * spritesortcnt);
maskwallcnt = localmaskwallcnt;
Bmemcpy(maskwall, localmaskwall, sizeof(int16_t) * localmaskwallcnt);
Bmemcpy(maskwall, localmaskwall, sizeof(int16_t) * maskwallcnt);
if (depth)
{
@ -1410,7 +1404,7 @@ static void polymer_drawplane(_prplane* plane)
curlight = 0;
do
while ((curlight == 0) || ((curlight < plane->lightcount) && (curlight < pr_maxlightpasses)))
{
materialbits = polymer_bindmaterial(plane->material, plane->lights, plane->lightcount);
@ -1434,7 +1428,6 @@ static void polymer_drawplane(_prplane* plane)
curlight++;
}
while ((curlight == 0) || ((curlight < plane->lightcount) && (curlight < pr_maxlightpasses)));
if (plane->vbo && (pr_vbos > 0))
{
@ -1562,7 +1555,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
// geometry
wal = &wall[sec->wallptr];
i = 0;
do
while (i < sec->wallnum)
{
if ((-wal->x != s->verts[(i*3)+2]))
{
@ -1578,7 +1571,6 @@ static int32_t polymer_updatesector(int16_t sectnum)
i++;
wal = &wall[sec->wallptr + i];
}
while (i < sec->wallnum);
if ((s->controlstate == 2) ||
needfloor ||
@ -1591,7 +1583,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
wal = &wall[sec->wallptr];
i = 0;
do
while (i < sec->wallnum)
{
getzsofslope(sectnum, wal->x, wal->y, &ceilz, &florz);
s->floor.buffer[(i*5)+1] = -(float)(florz) / 16.0f;
@ -1600,7 +1592,6 @@ static int32_t polymer_updatesector(int16_t sectnum)
i++;
wal = &wall[sec->wallptr + i];
}
while (i < sec->wallnum);
s->floorz = sec->floorz;
s->ceilingz = sec->ceilingz;
@ -1626,7 +1617,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
wal = &wall[sec->wallptr];
i = 0;
do
while (i < sec->wallnum)
{
j = 2;
curstat = sec->floorstat;
@ -1635,7 +1626,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
curxpanning = sec->floorxpanning;
curypanning = sec->floorypanning;
do
while (j)
{
if (j == 1)
{
@ -1696,11 +1687,9 @@ static int32_t polymer_updatesector(int16_t sectnum)
j--;
}
while (j);
i++;
wal = &wall[sec->wallptr + i];
}
while (i < sec->wallnum);
s->floorstat = sec->floorstat;
s->ceilingstat = sec->ceilingstat;
@ -2418,7 +2407,7 @@ static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, in
return; // corrupt sector (E3L4, I'm looking at you)
i = 0;
while (i < indicecount)
do
{
vec1[0] = buffer[(INDICE(1)) + 0] - buffer[(INDICE(0)) + 0]; //x1
vec1[1] = buffer[(INDICE(1)) + 1] - buffer[(INDICE(0)) + 1]; //y1
@ -2439,7 +2428,8 @@ static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, in
if (norm >= 15000) // hack to work around a precision issue with slopes
{
// normalize the normal/plane equation and calculate its plane norm
norm = 1.0f/(-sqrt(norm));
norm = -sqrt(norm);
norm = 1.0 / norm;
plane[0] *= norm;
plane[1] *= norm;
plane[2] *= norm;
@ -2482,19 +2472,22 @@ static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, in
// normalize T, B and N
norm = t[0] * t[0] + t[1] * t[1] + t[2] * t[2];
norm = 1.0f/sqrt(norm);
norm = sqrt(norm);
norm = 1.0 / norm;
t[0] *= norm;
t[1] *= norm;
t[2] *= norm;
norm = b[0] * b[0] + b[1] * b[1] + b[2] * b[2];
norm = 1.0f/sqrt(norm);
norm = sqrt(norm);
norm = 1.0 / norm;
b[0] *= norm;
b[1] *= norm;
b[2] *= norm;
norm = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
norm = 1.0f/sqrt(norm);
norm = sqrt(norm);
norm = 1.0 / norm;
n[0] *= norm;
n[1] *= norm;
n[2] *= norm;
@ -2503,6 +2496,7 @@ static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, in
}
i+= 3;
}
while (i < indicecount);
}
static inline void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out)
@ -2680,7 +2674,7 @@ static void polymer_drawartsky(int16_t tilenum)
GLfloat height = 2.45f / 2.0f;
i = 0;
do
while (i < 5)
{
if (!waloff[tilenum + i])
loadtile(tilenum + i);
@ -2688,17 +2682,15 @@ static void polymer_drawartsky(int16_t tilenum)
glpics[i] = pth ? pth->glpic : 0;
i++;
}
while (i < 5);
i = 0;
j = (1<<pskybits);
do
while (i < j)
{
bglBindTexture(GL_TEXTURE_2D, glpics[pskyoff[i]]);
polymer_drawartskyquad(i, (i + 1) & (j - 1), height);
i++;
}
while (i < j);
}
static void polymer_drawartskyquad(int32_t p1, int32_t p2, GLfloat height)
@ -2738,7 +2730,7 @@ static void polymer_drawskybox(int16_t tilenum)
bglBindBufferARB(GL_ARRAY_BUFFER_ARB, skyboxdatavbo);
i = 0;
do
while (i < 6)
{
drawingskybox = i + 1;
pth = gltexcache(tilenum, 0, 4);
@ -2756,7 +2748,6 @@ static void polymer_drawskybox(int16_t tilenum)
i++;
}
while (i < 6);
drawingskybox = 0;
if (pr_vbos > 0)
@ -2888,15 +2879,14 @@ static void polymer_drawmdsprite(spritetype *tspr)
else globalnoeffect=1; //mdloadskin reads this
}
color[3] = 1.0;
if (tspr->cstat & 2)
{
if (!(tspr->cstat&512))
color[3] = 0.66;
else
color[3] = 0.33;
}
} else
color[3] = 1.0;
if (pr_gpusmoothing)
mdspritematerial.frameprogress = m->interpol;
@ -3032,7 +3022,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, m->indices[surfi]);
curlight = 0;
do
while ((curlight == 0) || ((curlight < modellightcount) && (curlight < pr_maxlightpasses)))
{
materialbits = polymer_bindmaterial(mdspritematerial, modellights, modellightcount);
bglDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_INT, 0);
@ -3040,7 +3030,6 @@ static void polymer_drawmdsprite(spritetype *tspr)
curlight++;
}
while ((curlight == 0) || ((curlight < modellightcount) && (curlight < pr_maxlightpasses)));
bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
@ -3058,7 +3047,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
}
curlight = 0;
do
while ((curlight == 0) || ((curlight < modellightcount) && (curlight < pr_maxlightpasses)))
{
materialbits = polymer_bindmaterial(mdspritematerial, modellights, modellightcount);
bglDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_INT, s->tris);
@ -3066,7 +3055,6 @@ static void polymer_drawmdsprite(spritetype *tspr)
curlight++;
}
while ((curlight == 0) || ((curlight < modellightcount) && (curlight < pr_maxlightpasses)));
}
bglDisableClientState(GL_NORMAL_ARRAY);
@ -3768,7 +3756,7 @@ static void polymer_resetlights(void)
static void polymer_addlight(_prlight light)
{
if (light.sector == -1 || light.sector >= numsectors)
if ((light.sector == -1) || (light.sector >= numsectors))
return;
if (lightcount < PR_MAXLIGHTS)
@ -3828,36 +3816,34 @@ static int32_t polymer_planeinlight(_prplane* plane, _prlight* light)
float lightpos[3];
int i, j, k, l;
if (!plane->vertcount)
return 0;
if (light->radius)
return polymer_planeinfrustum(plane, light->frustum);
if (plane->vertcount < 1)
return 0;
lightpos[0] = light->y;
lightpos[1] = -light->z / 16.0f;
lightpos[2] = -light->x;
i = 0;
do
while (i < 3)
{
j = k = l = 0;
do
while (j < plane->vertcount)
{
if (plane->buffer[(j * 5) + i] > (lightpos[i] + light->range)) k++;
if (plane->buffer[(j * 5) + i] < (lightpos[i] - light->range)) l++;
j++;
}
while (j < plane->vertcount);
if ((k == plane->vertcount) || (l == plane->vertcount))
return 0;
i++;
}
while (i < 3);
return 1;
}
@ -3868,8 +3854,6 @@ static inline void polymer_culllight(char lightindex)
int32_t front;
int32_t back;
int32_t i;
int16_t cullingstate[MAXSECTORS];
int16_t sectorqueue[MAXSECTORS];
_prsector *s;
_prwall *w;
sectortype *sec;
@ -3877,14 +3861,12 @@ static inline void polymer_culllight(char lightindex)
light = &prlights[lightindex];
front = 0;
back = 1;
Bmemset(cullingstate, 0, sizeof(int16_t) * MAXSECTORS);
Bmemset(sectorqueue, 0, sizeof(int16_t) * MAXSECTORS);
cullingstate[light->sector] = 1;
Bmemset(drawingstate, 0, sizeof(int16_t) * numsectors);
drawingstate[light->sector] = 1;
sectorqueue[0] = light->sector;
do
while (front != back)
{
s = prsectors[sectorqueue[front]];
sec = &sector[sectorqueue[front]];
@ -3905,7 +3887,7 @@ static inline void polymer_culllight(char lightindex)
}
i = 0;
do
while (i < sec->wallnum)
{
w = prwalls[sec->wallptr + i];
@ -3936,8 +3918,8 @@ static inline void polymer_culllight(char lightindex)
light->isinview = 1;
if ((wall[sec->wallptr + i].nextsector != -1) &&
(!cullingstate[wall[sec->wallptr + i].nextsector])) {
cullingstate[wall[sec->wallptr + i].nextsector] = 1;
(!drawingstate[wall[sec->wallptr + i].nextsector])) {
drawingstate[wall[sec->wallptr + i].nextsector] = 1;
sectorqueue[back] = wall[sec->wallptr + i].nextsector;
back++;
}
@ -3945,10 +3927,8 @@ static inline void polymer_culllight(char lightindex)
i++;
}
while (i < sec->wallnum);
front++;
}
while (front != back);
}
static void polymer_prepareshadows(void)
@ -4052,7 +4032,7 @@ static void polymer_applylights(void)
float fade;
curpriority = 0;
do
while (curpriority < PR_MAXLIGHTPRIORITY)
{
i = 0;
while (i < staticlightcount)
@ -4116,7 +4096,6 @@ static void polymer_applylights(void)
}
curpriority++;
}
while (curpriority < PR_MAXLIGHTPRIORITY);
}
// RENDER TARGETS