msurface_t *surface;
int surfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
- texture_t *texture;
r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->data_surfaces + surfacelist[surfacelistindex];
- texture = surface->texture;
- if (texture->basematerialflags & MATERIALFLAG_NOSHADOW)
+ if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
}
-void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t relativelightdirection, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- int texturesurfaceindex;
- RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
- }
-}
-
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
model_t *model = ent->model;
msurface_t *surface;
int modelsurfacelistindex;
- int f = 0;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
- texture_t *t = NULL;
- const int maxsurfacelist = 1024;
- int numsurfacelist = 0;
- msurface_t *surfacelist[1024];
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- if (t != surface->texture || numsurfacelist >= maxsurfacelist)
- {
- if (numsurfacelist)
- {
- R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
- numsurfacelist = 0;
- }
- t = surface->texture;
- rsurface_texture = t->currentframe;
- f = (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) == 0;
- }
- if (f && surface->num_triangles)
- surfacelist[numsurfacelist++] = surface;
+ rsurface_texture = surface->texture->currentframe;
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- if (numsurfacelist)
- R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
}
}
static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- int surfacelistindex, batchcount;
+ int i, j, batchnumsurfaces, endsurface;
texture_t *t;
+ msurface_t *surface;
msurface_t *batchsurfaces[BATCHSIZE];
// note: in practice this never actually batches, oh well
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
R_Shadow_RenderMode_Lighting(false, true);
R_Shadow_SetupEntityLight(ent);
- t = NULL;
- batchcount = 0;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ for (i = 0;i < numsurfaces;i = j)
{
- msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
- if (t != surface->texture)
+ j = i + 1;
+ surface = rsurface_model->data_surfaces + surfacelist[i];
+ t = surface->texture;
+ R_UpdateTextureInfo(ent, t);
+ rsurface_texture = t->currentframe;
+ endsurface = min(j + BATCHSIZE, numsurfaces);
+ batchnumsurfaces = 0;
+ batchsurfaces[batchnumsurfaces++] = surface;
+ for (;j < endsurface;j++)
{
- if (batchcount > 0)
- R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
- batchcount = 0;
- t = surface->texture;
- R_UpdateTextureInfo(ent, t);
- rsurface_texture = t->currentframe;
+ surface = rsurface_model->data_surfaces + surfacelist[j];
+ if (t != surface->texture)
+ continue;
+ batchsurfaces[batchnumsurfaces++] = surface;
}
- batchsurfaces[batchcount++] = surface;
+ R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfaces);
}
- if (batchcount > 0)
- R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
R_Shadow_RenderMode_End();
}
{
model_t *model = ent->model;
msurface_t *surface;
- int surfacelistindex, batchnumsurfaces;
+ int i, j, k, l, endsurface, batchnumsurfaces;
msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
texture_t *tex;
- qboolean skip;
CHECKGLERROR
RSurf_ActiveEntity(ent, true, true);
R_UpdateAllTextureInfo(ent);
- tex = NULL;
- rsurface_texture = NULL;
- skip = false;
- batchnumsurfaces = 0;
CHECKGLERROR
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ // this is a double loop because non-visible surface skipping has to be
+ // fast, and even if this is not the world model (and hence no visibility
+ // checking) the input surface list and batch buffer are different formats
+ // so some processing is necessary. (luckily models have few surfaces)
+ for (i = 0;i < numsurfaces;i = j)
{
- if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]]))
- continue;
- surface = model->data_surfaces + surfacelist[surfacelistindex];
- r_refdef.stats.lights_lighttriangles += surface->num_triangles;
- if (tex != surface->texture)
+ batchnumsurfaces = 0;
+ endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
+ if (ent == r_refdef.worldentity)
{
- if (batchnumsurfaces > 0)
- {
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
- R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
- else
- R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
- batchnumsurfaces = 0;
- }
- tex = surface->texture;
- rsurface_texture = surface->texture->currentframe;
- skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
- if (skip)
- continue;
+ for (j = i;j < endsurface;j++)
+ if (r_viewcache.world_surfacevisible[surfacelist[j]])
+ batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[j];
}
- if (!skip && surface->num_triangles)
+ else
{
- if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
+ for (j = i;j < endsurface;j++)
+ batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[j];
+ }
+ if (!batchnumsurfaces)
+ continue;
+ for (k = 0;k < batchnumsurfaces;k = l)
+ {
+ l = k + 1;
+ surface = batchsurfacelist[k];
+ tex = surface->texture;
+ rsurface_texture = tex->currentframe;
+ for (;l < batchnumsurfaces && tex == batchsurfacelist[k]->texture;l++);
+ if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
{
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
- R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
+ R_Q1BSP_DrawLight_TransparentBatch(l - k, batchsurfacelist + k);
else
- R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
- batchnumsurfaces = 0;
+ R_Shadow_RenderSurfacesLighting(l - k, batchsurfacelist + k);
}
- batchsurfacelist[batchnumsurfaces++] = surface;
}
}
- if (batchnumsurfaces > 0)
- {
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
- R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
- else
- R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
- batchnumsurfaces = 0;
- }
}
//Made by [515]