From: havoc Date: Sun, 25 Mar 2018 19:51:29 +0000 (+0000) Subject: UNMERGE! Various cleanup. X-Git-Tag: xonotic-v0.8.5~54 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=cd076ab720d87eb2d3be3fb7e5091c3cb81ae76e;p=xonotic%2Fdarkplaces.git UNMERGE! Various cleanup. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12354 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::unmerge=21d5a2cb164f12c5a56fbf1a4953306b7988071c --- diff --git a/cl_main.c b/cl_main.c index ebde7dae..519332ba 100644 --- a/cl_main.c +++ b/cl_main.c @@ -1813,7 +1813,12 @@ void CL_RelinkBeams(void) entrender = CL_NewTempEntity (0); if (!entrender) return; + //VectorCopy (org, ent->render.origin); entrender->model = b->model; + //ent->render.effects = EF_FULLBRIGHT; + //ent->render.angles[0] = pitch; + //ent->render.angles[1] = yaw; + //ent->render.angles[2] = rand()%360; Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); CL_UpdateRenderEntity(entrender); VectorMA(org, 30, dist, org); @@ -1885,7 +1890,6 @@ void CSQC_RelinkAllEntities (int drawmask) CL_RelinkStaticEntities(); CL_RelinkBeams(); CL_RelinkEffects(); - CL_RelinkLightFlashes(); // link stuff if (drawmask & ENTMASK_ENGINE) @@ -1948,6 +1952,7 @@ void CL_UpdateWorld(void) // update the engine-based viewmodel CL_UpdateViewModel(); + CL_RelinkLightFlashes(); CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); // decals, particles, and explosions will be updated during rneder diff --git a/clvm_cmds.c b/clvm_cmds.c index bff7c520..444c2818 100644 --- a/clvm_cmds.c +++ b/clvm_cmds.c @@ -758,6 +758,7 @@ static void VM_CL_R_AddEntities (prvm_prog_t *prog) VM_SAFEPARMCOUNT(1, VM_CL_R_AddEntities); drawmask = (int)PRVM_G_FLOAT(OFS_PARM0); CSQC_RelinkAllEntities(drawmask); + CL_RelinkLightFlashes(); PRVM_clientglobalfloat(time) = cl.time; for(i=1;inum_edicts;i++) diff --git a/model_brush.h b/model_brush.h index 98f114f0..d1d51fab 100644 --- a/model_brush.h +++ b/model_brush.h @@ -70,65 +70,65 @@ mplane_t; //#define SURF_PLANEBACK 2 // indicates that all triangles of the surface should be added to the BIH collision system -#define MATERIALFLAG_MESHCOLLISIONS 0x00000001 +#define MATERIALFLAG_MESHCOLLISIONS 1 // use alpha blend on this material -#define MATERIALFLAG_ALPHA 0x00000002 +#define MATERIALFLAG_ALPHA 2 // use additive blend on this material -#define MATERIALFLAG_ADD 0x00000004 +#define MATERIALFLAG_ADD 4 // turn off depth test on this material -#define MATERIALFLAG_NODEPTHTEST 0x00000008 +#define MATERIALFLAG_NODEPTHTEST 8 // multiply alpha by r_wateralpha cvar -#define MATERIALFLAG_WATERALPHA 0x00000010 +#define MATERIALFLAG_WATERALPHA 16 // draw with no lighting -#define MATERIALFLAG_FULLBRIGHT 0x00000020 +#define MATERIALFLAG_FULLBRIGHT 32 // drawn as a normal surface (alternative to SKY) -#define MATERIALFLAG_WALL 0x00000040 +#define MATERIALFLAG_WALL 64 // this surface shows the sky in its place, alternative to WALL // skipped if transparent -#define MATERIALFLAG_SKY 0x00000080 +#define MATERIALFLAG_SKY 128 // swirling water effect (used with MATERIALFLAG_WALL) -#define MATERIALFLAG_WATERSCROLL 0x00000100 +#define MATERIALFLAG_WATERSCROLL 256 // skips drawing the surface -#define MATERIALFLAG_NODRAW 0x00000200 +#define MATERIALFLAG_NODRAW 512 // probably used only on q1bsp water -#define MATERIALFLAG_LIGHTBOTHSIDES 0x00000400 +#define MATERIALFLAG_LIGHTBOTHSIDES 1024 // use alpha test on this material -#define MATERIALFLAG_ALPHATEST 0x00000800 +#define MATERIALFLAG_ALPHATEST 2048 // treat this material as a blended transparency (as opposed to an alpha test // transparency), this causes special fog behavior, and disables glDepthMask -#define MATERIALFLAG_BLENDED 0x00001000 +#define MATERIALFLAG_BLENDED 4096 // render using a custom blendfunc -#define MATERIALFLAG_CUSTOMBLEND 0x00002000 +#define MATERIALFLAG_CUSTOMBLEND 8192 // do not cast shadows from this material -#define MATERIALFLAG_NOSHADOW 0x00004000 +#define MATERIALFLAG_NOSHADOW 16384 // render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe -#define MATERIALFLAG_VERTEXTEXTUREBLEND 0x00008000 +#define MATERIALFLAG_VERTEXTEXTUREBLEND 32768 // disables GL_CULL_FACE on this texture (making it double sided) -#define MATERIALFLAG_NOCULLFACE 0x000100000 +#define MATERIALFLAG_NOCULLFACE 65536 // render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene -#define MATERIALFLAG_SHORTDEPTHRANGE 0x00020000 +#define MATERIALFLAG_SHORTDEPTHRANGE 131072 // render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect) -#define MATERIALFLAG_WATERSHADER 0x00040000 +#define MATERIALFLAG_WATERSHADER 262144 // render refraction (note: this is just a way to distort the background, otherwise useless) -#define MATERIALFLAG_REFRACTION 0x00080000 +#define MATERIALFLAG_REFRACTION 524288 // render reflection -#define MATERIALFLAG_REFLECTION 0x00100000 +#define MATERIALFLAG_REFLECTION 1048576 // use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false) -#define MATERIALFLAG_MODELLIGHT 0x00200000 +#define MATERIALFLAG_MODELLIGHT 4194304 // add directional model lighting to this material (q3bsp lightgrid only) -#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 0x00400000 +#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608 // causes RSurf_GetCurrentTexture to leave alone certain fields -#define MATERIALFLAG_CUSTOMSURFACE 0x00800000 +#define MATERIALFLAG_CUSTOMSURFACE 16777216 // causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry -#define MATERIALFLAG_TRANSDEPTH 0x01000000 +#define MATERIALFLAG_TRANSDEPTH 33554432 // like refraction, but doesn't distort etc. -#define MATERIALFLAG_CAMERA 0x02000000 +#define MATERIALFLAG_CAMERA 67108864 // disable rtlight on surface, use R_LightPoint instead -#define MATERIALFLAG_NORTLIGHT 0x04000000 +#define MATERIALFLAG_NORTLIGHT 134217728 // alphagen vertex -#define MATERIALFLAG_ALPHAGEN_VERTEX 0x08000000 +#define MATERIALFLAG_ALPHAGEN_VERTEX 268435456 // use occlusion buffer for corona -#define MATERIALFLAG_OCCLUDE 0x10000000 +#define MATERIALFLAG_OCCLUDE 536870912 // combined mask of all attributes that require depth sorted rendering #define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST) // combined mask of all attributes that cause some sort of transparency diff --git a/model_shared.c b/model_shared.c index b6225fdc..97f3d392 100644 --- a/model_shared.c +++ b/model_shared.c @@ -2011,7 +2011,7 @@ void Mod_LoadQ3Shaders(void) // multilayer terrain shader or similar shader.textureblendalpha = true; if (mod_q3shader_force_terrain_alphaflag.integer) - shader.layers[0].dptexflags |= TEXF_ALPHA; + shader.layers[0].texflags |= TEXF_ALPHA; } } @@ -2023,29 +2023,29 @@ void Mod_LoadQ3Shaders(void) layer->blendfunc[0] = GL_SRC_ALPHA; } - layer->dptexflags = 0; + layer->texflags = 0; if (layer->alphatest) - layer->dptexflags |= TEXF_ALPHA; + layer->texflags |= TEXF_ALPHA; switch(layer->blendfunc[0]) { case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: - layer->dptexflags |= TEXF_ALPHA; + layer->texflags |= TEXF_ALPHA; break; } switch(layer->blendfunc[1]) { case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: - layer->dptexflags |= TEXF_ALPHA; + layer->texflags |= TEXF_ALPHA; break; } if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) - layer->dptexflags |= TEXF_MIPMAP; + layer->texflags |= TEXF_MIPMAP; if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP)) - layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS; + layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS; if (layer->clampmap) - layer->dptexflags |= TEXF_CLAMP; + layer->texflags |= TEXF_CLAMP; continue; } numparameters = 0; @@ -2467,7 +2467,6 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool texture->basealpha = 1.0f; shader = name[0] ? Mod_LookupQ3Shader(name) : NULL; - // allow disabling of picmip or compression by defaulttexflags texflagsmask = ~0; if(!(defaulttexflags & TEXF_PICMIP)) texflagsmask &= ~TEXF_PICMIP; @@ -2494,6 +2493,9 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool if (developer_loading.integer) Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name); + // allow disabling of picmip or compression by defaulttexflags + texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor; + if (shader->surfaceparms & Q3SURFACEPARM_SKY) { texture->basematerialflags = MATERIALFLAG_SKY; @@ -2644,19 +2646,19 @@ nothing GL_ZERO GL_ONE // convert the main material layer // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture if (materiallayer >= 0) - texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name); + texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].texflags & texflagsmask) | texflagsor, texture->name); // convert the terrain background blend layer (if any) if (terrainbackgroundlayer >= 0) - texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name); + texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].texflags & texflagsmask) | texflagsor, texture->name); // convert the prepass layers (if any) texture->startpreshaderpass = shaderpassindex; for (i = 0; i < endofprelayers; i++) - texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name); + texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name); texture->endpreshaderpass = shaderpassindex; texture->startpostshaderpass = shaderpassindex; // convert the postpass layers (if any) for (i = firstpostlayer; i < shader->numlayers; i++) - texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name); + texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name); texture->startpostshaderpass = shaderpassindex; } diff --git a/model_shared.h b/model_shared.h index f48a1bbd..1de0db23 100644 --- a/model_shared.h +++ b/model_shared.h @@ -412,7 +412,7 @@ typedef struct q3shaderinfo_layer_s int clampmap; float framerate; int numframes; - int dptexflags; + int texflags; char** texturename; int blendfunc[2]; q3shaderinfo_layer_rgbgen_t rgbgen; @@ -633,6 +633,7 @@ typedef struct texture_s char name[64]; int surfaceflags; int supercontents; + int textureflags; // q2bsp // we have to load the texture multiple times when Q2SURF_ flags differ, diff --git a/render.h b/render.h index 7fcadb3b..8cd510c0 100644 --- a/render.h +++ b/render.h @@ -92,6 +92,7 @@ rmesh_t; // useful functions for rendering void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b); void R_FillColors(float *out, int verts, float r, float g, float b, float a); +int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v); void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f); void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);