]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Get rid of texture_t->currentlayers, this is a legacy piece of data that isn't actual...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 22 Jan 2020 09:24:19 +0000 (09:24 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 22 Jan 2020 09:24:19 +0000 (09:24 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12504 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
model_shared.h

index 7de7a31884d02f476ad36edd51577cdd6cfac84a..5c71f4565a07ff4140a0fcdfbd3b85969b32d123 100644 (file)
@@ -1735,8 +1735,8 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                        if (r_shadow_bouncegrid_state.directional)
                                permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
                }
-               GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
-               blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
+               GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
+               blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
                // when using alphatocoverage, we don't need alphakill
                if (vid.allowalphatocoverage)
                {
@@ -1824,8 +1824,8 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                        if (r_shadow_bouncegrid_state.directional)
                                permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
                }
-               GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
-               blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
+               GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
+               blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
                // when using alphatocoverage, we don't need alphakill
                if (vid.allowalphatocoverage)
                {
@@ -6396,22 +6396,6 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
-static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
-{
-       texturelayer_t *layer;
-       layer = t->currentlayers + t->currentnumlayers++;
-       layer->type = type;
-       layer->depthmask = depthmask;
-       layer->blendfunc1 = blendfunc1;
-       layer->blendfunc2 = blendfunc2;
-       layer->texture = texture;
-       layer->texmatrix = *matrix;
-       layer->color[0] = r;
-       layer->color[1] = g;
-       layer->color[2] = b;
-       layer->color[3] = a;
-}
-
 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
 {
        if(parms[0] == 0 && parms[1] == 0)
@@ -6650,7 +6634,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
        {
                // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
-               t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
+               t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->glowmod[q];
@@ -6888,78 +6872,22 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                }
        }
 
-       t->currentnumlayers = 0;
-       if (t->currentmaterialflags & MATERIALFLAG_WALL)
+       t->currentblendfunc[0] = GL_ONE;
+       t->currentblendfunc[1] = GL_ZERO;
+       if (t->currentmaterialflags & MATERIALFLAG_ADD)
        {
-               int blendfunc1, blendfunc2;
-               qboolean depthmask;
-               if (t->currentmaterialflags & MATERIALFLAG_ADD)
-               {
-                       blendfunc1 = GL_SRC_ALPHA;
-                       blendfunc2 = GL_ONE;
-               }
-               else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
-               {
-                       blendfunc1 = GL_SRC_ALPHA;
-                       blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-               }
-               else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
-               {
-                       blendfunc1 = t->customblendfunc[0];
-                       blendfunc2 = t->customblendfunc[1];
-               }
-               else
-               {
-                       blendfunc1 = GL_ONE;
-                       blendfunc2 = GL_ZERO;
-               }
-               depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
-               if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
-               {
-                       // basic lit geometry
-                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
-                       // add pants/shirt if needed
-                       if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
-                       if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
-               }
-               else
-               {
-                       // basic lit geometry
-                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
-                       // add pants/shirt if needed
-                       if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2]  * t->render_lightmap_diffuse[2], t->currentalpha);
-                       if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
-                       // now add ambient passes if needed
-                       if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
-                       {
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
-                               if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
-                               if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
-                       }
-               }
-               if (t->glowtexture != NULL && !gl_lightmaps.integer)
-                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
-               if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
-               {
-                       // if this is opaque use alpha blend which will darken the earlier
-                       // passes cheaply.
-                       //
-                       // if this is an alpha blended material, all the earlier passes
-                       // were darkened by fog already, so we only need to add the fog
-                       // color ontop through the fog mask texture
-                       //
-                       // if this is an additive blended material, all the earlier passes
-                       // were darkened by fog already, and we should not add fog color
-                       // (because the background was not darkened, there is no fog color
-                       // that was lost behind it).
-                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
-               }
+               t->currentblendfunc[0] = GL_SRC_ALPHA;
+               t->currentblendfunc[1] = GL_ONE;
+       }
+       else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+       {
+               t->currentblendfunc[0] = GL_SRC_ALPHA;
+               t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+       {
+               t->currentblendfunc[0] = t->customblendfunc[0];
+               t->currentblendfunc[1] = t->customblendfunc[1];
        }
 
        return t;
@@ -8966,7 +8894,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
        else if (prepass)
        {
-               if (!rsurface.texture->currentnumlayers)
+               if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                        R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
@@ -8975,7 +8903,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
        }
        else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
-       else if (!rsurface.texture->currentnumlayers)
+       else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
                return;
        else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
@@ -9788,7 +9716,7 @@ static void R_DrawDebugModel(void)
                        {
                                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
                                GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
-                               if (!rsurface.texture->currentlayers->depthmask)
+                               if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                                        GL_Color(c, 0, 0, 1.0f);
                                else if (ent == r_refdef.scene.worldentity)
                                        GL_Color(c, c, c, 1.0f);
@@ -9881,7 +9809,7 @@ static void R_DrawDebugModel(void)
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
                                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
-                               if (!rsurface.texture->currentlayers->depthmask)
+                               if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                                        GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
                                else if (ent == r_refdef.scene.worldentity)
                                        GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
index b21bbf4b65eaf7ac692e40802d9e9ce160e49a19..0b377c2c18f79745437ad7cee9aca9f54074ad9a 100644 (file)
@@ -485,27 +485,6 @@ typedef struct texture_shaderpass_s
 }
 texture_shaderpass_t;
 
-typedef enum texturelayertype_e
-{
-       TEXTURELAYERTYPE_INVALID,
-       TEXTURELAYERTYPE_LITTEXTURE,
-       TEXTURELAYERTYPE_TEXTURE,
-       TEXTURELAYERTYPE_FOG
-}
-texturelayertype_t;
-
-typedef struct texturelayer_s
-{
-       texturelayertype_t type;
-       qboolean depthmask;
-       int blendfunc1;
-       int blendfunc2;
-       rtexture_t *texture;
-       matrix4x4_t texmatrix;
-       vec4_t color;
-}
-texturelayer_t;
-
 typedef struct texture_s
 {
        // q1bsp
@@ -547,6 +526,12 @@ typedef struct texture_s
        void *update_lastrenderentity;
        // the current alpha of this texture (may be affected by r_wateralpha, also basealpha, and ent->alpha)
        float currentalpha;
+       // current value of blendfunc - one of:
+       // {GL_SRC_ALPHA, GL_ONE}
+       // {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}
+       // {customblendfunc[0], customblendfunc[1]}
+       // {GL_ONE, GL_ZERO}
+       int currentblendfunc[2];
        // the current texture frame in animation
        struct texture_s *currentframe;
        // current texture transform matrix (used for water scrolling)
@@ -604,9 +589,6 @@ typedef struct texture_s
        // from q3 shaders
        int customblendfunc[2];
 
-       int currentnumlayers;
-       texturelayer_t currentlayers[16];
-
        // q3bsp
        char name[64];
        int surfaceflags;