// lightmapped wall
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
{
// deluxemapping (light direction texture)
- if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
else
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
const entity_render_t *rsurface_entity;
const model_t *rsurface_model;
texture_t *rsurface_texture;
-rtexture_t *rsurface_lightmaptexture;
-rtexture_t *rsurface_deluxemaptexture;
+qboolean rsurface_uselightmaptexture;
rsurfmode_t rsurface_mode;
int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
}
GL_AlphaTest(false);
rsurface_mode = RSURFMODE_NONE;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
+ rsurface_uselightmaptexture = false;
rsurface_texture = NULL;
}
}
}
+static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
+{
+ int i;
+ int j;
+ const msurface_t *surface = texturesurfacelist[0];
+ const msurface_t *surface2;
+ int firstvertex;
+ int endvertex;
+ int numvertices;
+ int numtriangles;
+ // TODO: lock all array ranges before render, rather than on each surface
+ if (texturenumsurfaces == 1)
+ {
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+ else if (r_batchmode.integer == 2)
+ {
+ #define MAXBATCHTRIANGLES 4096
+ int batchtriangles = 0;
+ int batchelements[MAXBATCHTRIANGLES*3];
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ j = i + 1;
+ if (surface->num_triangles > MAXBATCHTRIANGLES)
+ {
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ continue;
+ }
+ memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ batchtriangles = surface->num_triangles;
+ firstvertex = surface->num_firstvertex;
+ endvertex = surface->num_firstvertex + surface->num_vertices;
+ for (;j < texturenumsurfaces;j++)
+ {
+ surface2 = texturesurfacelist[j];
+ if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
+ break;
+ memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+ batchtriangles += surface2->num_triangles;
+ firstvertex = min(firstvertex, surface2->num_firstvertex);
+ endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
+ }
+ surface2 = texturesurfacelist[j-1];
+ numvertices = endvertex - firstvertex;
+ R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
+ }
+ }
+ else if (r_batchmode.integer == 1)
+ {
+#if 0
+ Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+ if (texturesurfacelist[j] != surface2)
+ break;
+ Con_Printf(" %i", j - i);
+ }
+ Con_Printf("\n");
+ Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
+#endif
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+ if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
+ break;
+#if 0
+ Con_Printf(" %i", j - i);
+#endif
+ surface2 = texturesurfacelist[j-1];
+ numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
+ numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
+ GL_LockArrays(surface->num_firstvertex, numvertices);
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+#if 0
+ Con_Printf("\n");
+#endif
+ }
+ else
+ {
+ for (i = 0;i < texturenumsurfaces;i++)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+ }
+}
+
static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int j;
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
- R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
}
static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
R_Mesh_ColorPointer(NULL, 0, 0);
}
- else if (rsurface_lightmaptexture)
+ else if (rsurface_uselightmaptexture)
{
- R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
R_Mesh_ColorPointer(NULL, 0, 0);
}
else
R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
}
- if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- {
- R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
- }
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+ else
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
{
}
R_Mesh_TextureState(&m);
if (rsurface_lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (rsurface_lightmaptexture)
+ else if (rsurface_uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
R_Mesh_TextureState(&m);
if (rsurface_lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
- else if (rsurface_lightmaptexture)
+ else if (rsurface_uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
texture = surface->texture;
R_UpdateTextureInfo(ent, texture);
rsurface_texture = texture->currentframe;
- rsurface_lightmaptexture = surface->lightmaptexture;
- rsurface_deluxemaptexture = surface->deluxemaptexture;
+ rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
// scan ahead until we find a different texture
endsurface = min(i + 1024, numsurfaces);
texturenumsurfaces = 0;
for (;j < endsurface;j++)
{
surface = rsurface_model->data_surfaces + surfacelist[j];
- if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+ if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
break;
texturesurfacelist[texturenumsurfaces++] = surface;
}
// use skin 1 instead)
texture = surfacelist[i]->texture;
rsurface_texture = texture->currentframe;
- rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
- rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
+ rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
if (!(rsurface_texture->currentmaterialflags & flagsmask))
{
// if this texture is not the kind we want, skip ahead to the next one
else
{
// simply scan ahead until we find a different texture or lightmap state
- for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
+ for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
;
// render the range of surfaces
R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
+ rsurface_uselightmaptexture = false;
rsurface_texture = NULL;
numsurfacelist = 0;
j = model->firstmodelsurface;
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
+ rsurface_uselightmaptexture = false;
rsurface_texture = NULL;
numsurfacelist = 0;
surface = model->data_surfaces + model->firstmodelsurface;