From: havoc havoc@d7cf8633-e32d-0410-b094-e92efae38249 <> Date: Sun, 2 May 2010 15:08:22 +0000 (+0000) Subject: UNMERGE X-Git-Tag: xonotic-v0.1.0preview~168 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=89713ee1582f9ace0966b04a95de85b2b6ffae31;p=xonotic%2Fdarkplaces.git UNMERGE fix water/reflection/camera surface rendering git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10164 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::unmerge=b55ff03e177e5c4f9e10f1f91bbd5a9e6eb01cdb --- diff --git a/gl_rmain.c b/gl_rmain.c index 5434a707..f1b85512 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -11048,39 +11048,32 @@ static void RSurf_BindLightmapForBatch(void) } } -static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) +static void RSurf_BindReflectionForBatch(void) { - // pick the closest matching water plane - int planeindex, vertexindex, bestplaneindex = -1; + // pick the closest matching water plane and bind textures + int planeindex, vertexindex; float d, bestd; vec3_t vert; const float *v; - r_waterstate_waterplane_t *p; + r_waterstate_waterplane_t *p, *bestp; 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 || bestplaneindex < 0) + if (bestd > d || !bestp) { bestd = d; - bestplaneindex = planeindex; + bestp = p; } } - 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: @@ -11411,55 +11404,33 @@ 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; } - - // 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) + else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene) { - 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 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 + { + // 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(); } - - // 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)