]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
fix water/reflection/camera surface rendering
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 2 May 2010 15:08:22 +0000 (15:08 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 2 May 2010 15:08:22 +0000 (15:08 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10164 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index bf9f8b587b59c25220acc1f691a5e41a61e7a9ab..43824a659a94375e841bd1b1f211ce8aa2a9ba64 100644 (file)
@@ -10901,32 +10901,39 @@ static void RSurf_BindLightmapForBatch(void)
        }
 }
 
-static void RSurf_BindReflectionForBatch(void)
+static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
 {
-       // pick the closest matching water plane and bind textures
-       int planeindex, vertexindex;
+       // pick the closest matching water plane
+       int planeindex, vertexindex, bestplaneindex = -1;
        float d, bestd;
        vec3_t vert;
        const float *v;
-       r_waterstate_waterplane_t *p, *bestp;
+       r_waterstate_waterplane_t *p;
        bestd = 0;
-       bestp = NULL;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
                if(p->camera_entity != rsurface.texture->camera_entity)
                        continue;
                d = 0;
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
                for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
                {
                        Matrix4x4_Transform(&rsurface.matrix, v, vert);
                        d += fabs(PlaneDiff(vert, &p->plane));
                }
-               if (bestd > d || !bestp)
+               if (bestd > d || bestplaneindex < 0)
                {
                        bestd = d;
-                       bestp = p;
+                       bestplaneindex = planeindex;
                }
        }
+       return bestplaneindex;
+}
+
+static void RSurf_BindReflectionForBatch(int planeindex)
+{
+       // pick the closest matching water plane and bind textures
+       r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
        switch(vid.renderpath)
        {
        case RENDERPATH_CGGL:
@@ -11257,33 +11264,55 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                GL_DepthMask(true);
                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
                RSurf_DrawBatch();
+               return;
        }
-       else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
-       {
-               // render water or distortion background, then blend surface on top
-               GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, texturenumsurfaces, texturesurfacelist);
-               RSurf_BindReflectionForBatch();
-               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                       RSurf_BindLightmapForBatch();
-               RSurf_DrawBatch();
-               GL_DepthMask(false);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
-               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                       RSurf_BindLightmapForBatch();
-               RSurf_DrawBatch();
-       }
-       else
+
+       // bind lightmap texture
+
+       // water/refraction/reflection/camera surfaces have to be handled specially
+       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
        {
-               // render surface normally
-               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       RSurf_BindReflectionForBatch();
-               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                       RSurf_BindLightmapForBatch();
-               RSurf_DrawBatch();
+               int start, end, startplaneindex;
+               for (start = 0;start < texturenumsurfaces;start = end)
+               {
+                       startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
+                       for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
+                               ;
+                       // now that we have a batch using the same planeindex, render it
+                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
+                       {
+                               // render water or distortion background
+                               GL_DepthMask(true);
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
+                               RSurf_BindReflectionForBatch(startplaneindex);
+                               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                                       RSurf_BindLightmapForBatch();
+                               RSurf_DrawBatch();
+                               // blend surface on top
+                               GL_DepthMask(false);
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
+                               RSurf_DrawBatch();
+                       }
+                       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
+                       {
+                               // render surface with reflection texture as input
+                               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
+                               RSurf_BindReflectionForBatch(startplaneindex);
+                               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                                       RSurf_BindLightmapForBatch();
+                               RSurf_DrawBatch();
+                       }
+               }
+               return;
        }
+
+       // render surface batch normally
+       GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+       R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
+       if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+               RSurf_BindLightmapForBatch();
+       RSurf_DrawBatch();
 }
 
 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)