From f489a657f28418efa08ca8907f5f78e17b44655f Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 28 Feb 2007 11:08:30 +0000 Subject: [PATCH] eliminated RENDER_NOCULLFACE (now uses MATERIALFLAG_NOCULLFACE on a texture) eliminated RENDER_TRANSPARENT (it was only used by the client code briefly, it did not need to be stored, it only turned off RENDER_SHADOW) added TriangleOverlapsBox macro (and changed several pieces of code to use it) changed some code to use the BoxInsideBox macro git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6924 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_main.c | 17 ++++------------- clvm_cmds.c | 10 +--------- collision.c | 14 ++------------ csprogs.c | 12 +++--------- gl_rmain.c | 12 ++++++------ mathlib.h | 1 + model_brush.c | 8 +++++++- model_brush.h | 2 ++ portals.c | 19 +++++-------------- protocol.h | 2 -- r_shadow.c | 20 ++++---------------- r_sprites.c | 17 ++--------------- 12 files changed, 37 insertions(+), 97 deletions(-) diff --git a/cl_main.c b/cl_main.c index b501d8e8..73566049 100644 --- a/cl_main.c +++ b/cl_main.c @@ -969,19 +969,13 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) // player model is only shown with chase_active on if (e->state_current.number == cl.viewentity) e->render.flags |= RENDER_EXTERIORMODEL; - // transparent stuff can't be lit during the opaque stage - if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) - e->render.flags |= RENDER_TRANSPARENT; - // double sided rendering mode causes backfaces to be visible - // (mostly useful on transparent stuff) - if (e->render.effects & EF_DOUBLESIDED) - e->render.flags |= RENDER_NOCULLFACE; // either fullbright or lit if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) e->render.flags |= RENDER_LIGHT; // hide player shadow during intermission or nehahra movie - if (!(e->render.effects & EF_NOSHADOW) - && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) + && (e->render.alpha >= 1) + && !(e->render.flags & RENDER_VIEWMODEL) && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) e->render.flags |= RENDER_SHADOW; } @@ -1331,14 +1325,11 @@ static void CL_RelinkStaticEntities(void) // need to re-fetch the model pointer e->render.model = cl.model_precache[e->state_baseline.modelindex]; CL_UpdateRenderEntity(&e->render); - // transparent stuff can't be lit during the opaque stage - if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) - e->render.flags |= RENDER_TRANSPARENT; // either fullbright or lit if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) e->render.flags |= RENDER_LIGHT; // hide player shadow during intermission or nehahra movie - if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT)) + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1)) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); R_LerpAnimation(&e->render); diff --git a/clvm_cmds.c b/clvm_cmds.c index 43ca54ad..f11af64d 100644 --- a/clvm_cmds.c +++ b/clvm_cmds.c @@ -1205,19 +1205,11 @@ static void VM_CL_makestatic (void) Matrix4x4_CreateFromQuakeEntity(&staticent->render.matrix, ent->fields.client->origin[0], ent->fields.client->origin[1], ent->fields.client->origin[2], ent->fields.client->angles[0], ent->fields.client->angles[1], ent->fields.client->angles[2], staticent->render.scale); CL_UpdateRenderEntity(&staticent->render); - // transparent stuff can't be lit during the opaque stage - if (staticent->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || staticent->render.alpha < 1) - staticent->render.flags |= RENDER_TRANSPARENT; - // double sided rendering mode causes backfaces to be visible - // (mostly useful on transparent stuff) - if (staticent->render.effects & EF_DOUBLESIDED) - staticent->render.flags |= RENDER_NOCULLFACE; // either fullbright or lit if (!(staticent->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) staticent->render.flags |= RENDER_LIGHT; // turn off shadows from transparent objects - if (!(staticent->render.effects & EF_NOSHADOW) - && !(staticent->render.flags & RENDER_TRANSPARENT)) + if (!(staticent->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (staticent->render.alpha >= 1)) staticent->render.flags |= RENDER_SHADOW; } else diff --git a/collision.c b/collision.c index 305c5612..1e889560 100644 --- a/collision.c +++ b/collision.c @@ -889,12 +889,7 @@ void Collision_TraceBrushTriangleMeshFloat(trace_t *trace, const colbrushf_t *th } for (i = 0;i < numtriangles;i++, element3i += 3) { - if (segmentmaxs[0] >= min(vertex3f[element3i[0]*3+0], min(vertex3f[element3i[1]*3+0], vertex3f[element3i[2]*3+0])) - && segmentmins[0] <= max(vertex3f[element3i[0]*3+0], max(vertex3f[element3i[1]*3+0], vertex3f[element3i[2]*3+0])) - && segmentmaxs[1] >= min(vertex3f[element3i[0]*3+1], min(vertex3f[element3i[1]*3+1], vertex3f[element3i[2]*3+1])) - && segmentmins[1] <= max(vertex3f[element3i[0]*3+1], max(vertex3f[element3i[1]*3+1], vertex3f[element3i[2]*3+1])) - && segmentmaxs[2] >= min(vertex3f[element3i[0]*3+2], min(vertex3f[element3i[1]*3+2], vertex3f[element3i[2]*3+2])) - && segmentmins[2] <= max(vertex3f[element3i[0]*3+2], max(vertex3f[element3i[1]*3+2], vertex3f[element3i[2]*3+2]))) + if (TriangleOverlapsBox(vertex3f + element3i[0]*3, vertex3f + element3i[1]*3, vertex3f + element3i[2]*3, segmentmins, segmentmaxs)) { VectorCopy(vertex3f + element3i[0] * 3, polyf_points[0].v); VectorCopy(vertex3f + element3i[1] * 3, polyf_points[1].v); @@ -947,12 +942,7 @@ void Collision_TraceLineTriangleMeshFloat(trace_t *trace, const vec3_t linestart } for (i = 0;i < numtriangles;i++, element3i += 3) { - if (segmentmaxs[0] >= min(vertex3f[element3i[0]*3+0], min(vertex3f[element3i[1]*3+0], vertex3f[element3i[2]*3+0])) - && segmentmins[0] <= max(vertex3f[element3i[0]*3+0], max(vertex3f[element3i[1]*3+0], vertex3f[element3i[2]*3+0])) - && segmentmaxs[1] >= min(vertex3f[element3i[0]*3+1], min(vertex3f[element3i[1]*3+1], vertex3f[element3i[2]*3+1])) - && segmentmins[1] <= max(vertex3f[element3i[0]*3+1], max(vertex3f[element3i[1]*3+1], vertex3f[element3i[2]*3+1])) - && segmentmaxs[2] >= min(vertex3f[element3i[0]*3+2], min(vertex3f[element3i[1]*3+2], vertex3f[element3i[2]*3+2])) - && segmentmins[2] <= max(vertex3f[element3i[0]*3+2], max(vertex3f[element3i[1]*3+2], vertex3f[element3i[2]*3+2]))) + if (TriangleOverlapsBox(vertex3f + element3i[0]*3, vertex3 + [element3i[1]*3, vertex3f + element3i[2]*3, segmentmins, segmentmaxs)) { VectorCopy(vertex3f + element3i[0] * 3, polyf_points[0].v); VectorCopy(vertex3f + element3i[1] * 3, polyf_points[1].v); diff --git a/csprogs.c b/csprogs.c index 661f2383..9a25e6ef 100644 --- a/csprogs.c +++ b/csprogs.c @@ -188,19 +188,13 @@ qboolean CSQC_AddRenderEdict(prvm_edict_t *ed) if(i & RF_ADDITIVE) e->render.effects |= EF_ADDITIVE; } - // transparent stuff can't be lit during the opaque stage - if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) - e->render.flags |= RENDER_TRANSPARENT; - // double sided rendering mode causes backfaces to be visible - // (mostly useful on transparent stuff) - if (e->render.effects & EF_DOUBLESIDED) - e->render.flags |= RENDER_NOCULLFACE; // either fullbright or lit if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) e->render.flags |= RENDER_LIGHT; // hide player shadow during intermission or nehahra movie - if (!(e->render.effects & EF_NOSHADOW) - && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) + && (e->render.alpha >= 1) + && !(e->render.flags & RENDER_VIEWMODEL) && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) e->render.flags |= RENDER_SHADOW; diff --git a/gl_rmain.c b/gl_rmain.c index 7ea4de7d..6564b4c0 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2350,7 +2350,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_DepthMask(true); } GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces R_Mesh_VertexPointer(nomodelvertex3f); if (r_refdef.fogenabled) { @@ -2653,8 +2653,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW; - if (ent->flags & RENDER_NOCULLFACE) - t->currentmaterialflags |= MATERIALFLAG_NOSHADOW; + if (ent->effects & EF_DOUBLESIDED) + t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; if (ent->effects & EF_NODEPTHTEST) t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW; if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) @@ -3412,7 +3412,7 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces if (rsurface_mode != RSURFMODE_SHOWSURFACES) { rsurface_mode = RSURFMODE_SHOWSURFACES; @@ -3446,7 +3446,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te R_Mesh_Matrix(&rsurface_entity->matrix); } GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces GL_DepthMask(true); // LordHavoc: HalfLife maps have freaky skypolys so don't use // skymasking on them, and Quake3 never did sky masking (unlike @@ -3781,7 +3781,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur else if (rsurface_texture->currentnumlayers) { GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2); GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)); GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha); diff --git a/mathlib.h b/mathlib.h index 8fce8616..12d30bc0 100644 --- a/mathlib.h +++ b/mathlib.h @@ -96,6 +96,7 @@ unsigned int CeilPowerOf2(unsigned int value); #define VectorReflect(a,r,b,c) do{double d;d = DotProduct((a), (b)) * -(1.0 + (r));VectorMA((a), (d), (b), (c));}while(0) #define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2]) #define BoxInsideBox(a,b,c,d) ((a)[0] >= (c)[0] && (b)[0] <= (d)[0] && (a)[1] >= (c)[1] && (b)[1] <= (d)[1] && (a)[2] >= (c)[2] && (b)[2] <= (d)[2]) +#define TriangleOverlapsBox(a,b,c,d,e) (min((a)[0], min((b)[0], (c)[0])) < (e)[0] && max((a)[0], max((b)[0], (c)[0])) > (d)[0] && min((a)[1], min((b)[1], (c)[1])) < (e)[1] && max((a)[1], max((b)[1], (c)[1])) > (d)[1] && min((a)[2], min((b)[2], (c)[2])) < (e)[2] && max((a)[2], max((b)[2], (c)[2])) > (d)[2]) #define TriangleNormal(a,b,c,n) ( \ (n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), \ diff --git a/model_brush.c b/model_brush.c index 7e9ca7fb..7c1ae56f 100644 --- a/model_brush.c +++ b/model_brush.c @@ -4398,6 +4398,7 @@ static void Mod_Q3BSP_LoadShaders(void) // identify if this is a blended terrain shader or similar if (shader->numlayers) { + shader->backgroundlayer = NULL; shader->primarylayer = shader->layers + 0; if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest) && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest) @@ -4409,7 +4410,10 @@ static void Mod_Q3BSP_LoadShaders(void) } // now see if the lightmap came first, and if so choose the second texture instead if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap")) + { + shader->backgroundlayer = NULL; shader->primarylayer = shader->layers + 1; + } } } Mem_Free(f); @@ -4477,7 +4481,9 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l) out->basematerialflags |= MATERIALFLAG_WALL; if (shader->layers[0].alphatest) out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW; - if (shader->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED) + out->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; + if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) out->basematerialflags |= MATERIALFLAG_NOSHADOW; out->customblendfunc[0] = GL_ONE; out->customblendfunc[1] = GL_ZERO; diff --git a/model_brush.h b/model_brush.h index 49020f5f..558f992d 100644 --- a/model_brush.h +++ b/model_brush.h @@ -97,6 +97,8 @@ mplane_t; #define MATERIALFLAG_NOSHADOW 16384 // render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe #define MATERIALFLAG_VERTEXTEXTUREBLEND 32768 +// disables GL_CULL_FACE on this texture (making it double sided) +#define MATERIALFLAG_NOCULLFACE 65536 typedef struct medge_s { diff --git a/portals.c b/portals.c index fccaae93..f4dafb6c 100644 --- a/portals.c +++ b/portals.c @@ -323,7 +323,7 @@ static void Portal_RecursiveFlow (portalrecursioninfo_t *info, mleaf_t *leaf, in int j; const int *elements; const float *vertex3f; - float v[9], trimins[3], trimaxs[3]; + float v[9]; vertex3f = info->model->surfmesh.data_vertex3f; elements = (info->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); for (j = 0;j < surface->num_triangles;j++, elements += 3) @@ -331,20 +331,11 @@ static void Portal_RecursiveFlow (portalrecursioninfo_t *info, mleaf_t *leaf, in VectorCopy(vertex3f + elements[0] * 3, v + 0); VectorCopy(vertex3f + elements[1] * 3, v + 3); VectorCopy(vertex3f + elements[2] * 3, v + 6); - if (PointInfrontOfTriangle(info->eye, v + 0, v + 3, v + 6)) + if (PointInfrontOfTriangle(info->eye, v + 0, v + 3, v + 6) && TriangleOverlapsBox(v, v + 3, v + 6, info->boxmins, info->boxmaxs) && Portal_PortalThroughPortalPlanes(&portalplanes[firstclipplane], numclipplanes, v, 3, &portaltemppoints2[0][0], 256) > 0) { - trimins[0] = min(v[0], min(v[3], v[6])); - trimaxs[0] = max(v[0], max(v[3], v[6])); - trimins[1] = min(v[1], min(v[4], v[7])); - trimaxs[1] = max(v[1], max(v[4], v[7])); - trimins[2] = min(v[2], min(v[5], v[8])); - trimaxs[2] = max(v[2], max(v[5], v[8])); - if (BoxesOverlap(trimins, trimaxs, info->boxmins, info->boxmaxs) && Portal_PortalThroughPortalPlanes(&portalplanes[firstclipplane], numclipplanes, v, 3, &portaltemppoints2[0][0], 256) > 0) - { - SETPVSBIT(info->surfacepvs, surfaceindex); - info->surfacelist[info->numsurfaces++] = surfaceindex; - break; - } + SETPVSBIT(info->surfacepvs, surfaceindex); + info->surfacelist[info->numsurfaces++] = surfaceindex; + break; } } } diff --git a/protocol.h b/protocol.h index 00f25a89..8897e92f 100644 --- a/protocol.h +++ b/protocol.h @@ -319,8 +319,6 @@ void Protocol_Names(char *buffer, size_t buffersize); #define RENDER_COLORMAPPED 32 #define RENDER_SHADOW 65536 // cast shadow #define RENDER_LIGHT 131072 // receive light -#define RENDER_TRANSPARENT 262144 // can't light during opaque stage -#define RENDER_NOCULLFACE 524288 // render as double sided (disable GL_CULL_FACE) // this is 88 bytes typedef struct entity_state_s diff --git a/r_shadow.c b/r_shadow.c index d9cb63ec..acdc369b 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -789,9 +789,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) return; tend = firsttriangle + numtris; - if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0] - && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1] - && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2]) + if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs)) { // surface box entirely inside light box, no box cull if (projectdirection) @@ -822,12 +820,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv v[2] = invertex3f + e[2] * 3; TriangleNormal(v[0], v[1], v[2], normal); if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) - && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) - && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) - && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) - && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) - && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) - && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } @@ -839,12 +832,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv v[1] = invertex3f + e[1] * 3; v[2] = invertex3f + e[2] * 3; if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) - && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) - && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) - && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) - && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) - && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) - && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } @@ -2077,7 +2065,7 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces if (rsurface_texture->colormapping) { qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f); diff --git a/r_sprites.c b/r_sprites.c index 1b728f56..df61d746 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -6,7 +6,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r { int i; model_t *model = ent->model; - vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup; + vec3_t left, up, org, mforward, mleft, mup; float scale; // nudge it toward the view to make sure it isn't in a wall @@ -66,19 +66,6 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r R_Mesh_Matrix(&identitymatrix); - if (!(ent->flags & RENDER_LIGHT)) - color[0] = color[1] = color[2] = 1; - else - { - vec3_t org; - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true); - VectorMA(color, 0.5f, diffusecolor, color); - } - color[0] *= ent->colormod[0]; - color[1] *= ent->colormod[1]; - color[2] *= ent->colormod[2]; - // LordHavoc: interpolated sprite rendering for (i = 0;i < 4;i++) { @@ -88,7 +75,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r texture_t *texture = &frame->texture; R_UpdateTextureInfo(ent, texture); // FIXME: negate left and right in loader - R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, frame->texture.currentskinframe->base, frame->texture.currentskinframe->fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp); + R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, frame->texture.currentskinframe->base, frame->texture.currentskinframe->fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp); } } } -- 2.39.2