Example #1
0
/*
* R_AddSurfaceToDrawList
*
* Note that dlit may be true even if dlightBits is 0, indicating there's at least potentially one
* dynamically light surface for the drawSurf.
*/
static void R_AddSurfaceToDrawList( const entity_t *e, const msurface_t *surf, const mfog_t *fog,
	unsigned int dlightBits, unsigned shadowBits, float dist )
{
	shader_t *shader;
	drawSurfaceBSP_t *drawSurf = surf->drawSurf;
	portalSurface_t *portalSurface = NULL;
	bool lightmapped;
	unsigned drawOrder;

	if( r_drawworld->integer == 2 ) {
		shader = rsh.envShader;
	} else {
		shader = surf->shader;

		if( shader->flags & SHADER_SKY ) {
			bool addSurf = true, addSlice = false;

			if( R_FASTSKY() ) {
				return;
			}

			if( R_ClipSkySurface( surf ) ) {
				if( rn.refdef.rdflags & RDF_SKYPORTALINVIEW ) {
					// for skyportals, generate portal surface and
					// also add BSP surface to skybox if it's fogged to render
					// the fog hull later
					portalSurface = R_AddSkyportalSurface( e, shader, drawSurf );
					addSurf = portalSurface != NULL && surf->fog != NULL;
					addSlice = portalSurface != NULL;
				}

				if( addSurf ) {
					addSlice = R_AddSkySurfToDrawList( surf, portalSurface );
				}
				if( addSlice ) {
					R_AddSurfaceVBOSlice( surf, 0 );
				}
			}

			rn.numVisSurfaces++;
			return;
		}
	}
	
	lightmapped = surf->superLightStyle != NULL && surf->superLightStyle->lightmapNum[0] >= 0;
	drawOrder = R_PackOpaqueOrder( e, shader, lightmapped, dlightBits != 0 );

	if( drawSurf->visFrame != rf.frameCount ) {
		if( shader->flags & SHADER_PORTAL ) {
			// draw portals in front-to-back order
			dist = 1024 - dist / 100.0f; 
			if( dist < 1 ) dist = 1;

			portalSurface = R_AddPortalSurface( e, surf->mesh, surf->mins, surf->maxs, shader, drawSurf );
		}
		else {
			// just ignore the distance since we're drawing batched geometry anyway
			dist = 0;
		}

		drawSurf->visFrame = rf.frameCount;
		drawSurf->listSurf = R_AddSurfToDrawList( rn.meshlist, e, fog, shader, dist, drawOrder, portalSurface, drawSurf );
		if( !drawSurf->listSurf ) {
			return;
		}

		if( portalSurface && !( shader->flags & (SHADER_PORTAL_CAPTURE|SHADER_PORTAL_CAPTURE2) ) ) {
			R_AddSurfToDrawList( rn.portalmasklist, e, NULL, rsh.skyShader, 0, 0, NULL, drawSurf );
		}
	}
	else {
		if( !drawSurf->listSurf ) {
			return;
		}

		// update (OR) the dlightbit
		R_UpdateDrawListSurf( drawSurf->listSurf, drawOrder );
	}

	// keep track of the actual vbo chunk we need to render
	R_AddSurfaceVBOSlice( surf, 0 );

	// dynamic lights that affect the surface
	if( dlightBits ) {
		// ignore dlights that have already been marked as affectors
		if( drawSurf->dlightFrame == rsc.frameCount ) {
			drawSurf->dlightBits |= dlightBits;
		} else {
			drawSurf->dlightBits = dlightBits;
			drawSurf->dlightFrame = rsc.frameCount;
		}
	}

	// shadows that are projected onto the surface
	if( shadowBits ) {
		R_AddSurfaceVBOSlice( surf, rsh.worldBrushModel->numDrawSurfaces );

		// ignore shadows that have already been marked as affectors
		if( drawSurf->shadowFrame == rsc.frameCount ) {
			drawSurf->shadowBits |= shadowBits;
		} else {
			drawSurf->shadowBits = shadowBits;
			drawSurf->shadowFrame = rsc.frameCount;
		}
	}

	rf.stats.c_brush_polys++;
	rn.numVisSurfaces++;
}
Example #2
0
/*
 * R_ClipSkySurface
 */
static void R_ClipSkySurface(int nump, vec3_t vecs, int stage) {
	const float *norm;
	float *v;
	boolean_t front, back;
	float d, e;
	float dists[MAX_CLIP_VERTS];
	int sides[MAX_CLIP_VERTS];
	vec3_t newv[2][MAX_CLIP_VERTS];
	int newc[2];
	int i, j;

	if (nump > MAX_CLIP_VERTS - 2)
		Com_Error(ERR_DROP, "R_ClipSkyPoly: MAX_CLIP_VERTS");

	if (stage == 6) { // fully clipped, so draw it
		R_DrawSkySurface(nump, vecs);
		return;
	}

	front = back = false;
	norm = skyclip[stage];
	for (i = 0, v = vecs; i < nump; i++, v += 3) {
		d = DotProduct(v, norm);
		if (d > ON_EPSILON) {
			front = true;
			sides[i] = SIDE_FRONT;
		} else if (d < -ON_EPSILON) {
			back = true;
			sides[i] = SIDE_BACK;
		} else
			sides[i] = SIDE_BOTH;
		dists[i] = d;
	}

	if (!front || !back) { // not clipped
		R_ClipSkySurface(nump, vecs, stage + 1);
		return;
	}

	// clip it
	sides[i] = sides[0];
	dists[i] = dists[0];
	VectorCopy(vecs, (vecs + (i * 3)));
	newc[0] = newc[1] = 0;

	for (i = 0, v = vecs; i < nump; i++, v += 3) {
		switch (sides[i]) {
		case SIDE_FRONT:
			VectorCopy(v, newv[0][newc[0]]);
			newc[0]++;
			break;
		case SIDE_BACK:
			VectorCopy(v, newv[1][newc[1]]);
			newc[1]++;
			break;
		case SIDE_BOTH:
			VectorCopy(v, newv[0][newc[0]]);
			newc[0]++;
			VectorCopy(v, newv[1][newc[1]]);
			newc[1]++;
			break;
		}

		if (sides[i] == SIDE_BOTH || sides[i + 1] == SIDE_BOTH || sides[i + 1]
				== sides[i])
			continue;

		d = dists[i] / (dists[i] - dists[i + 1]);
		for (j = 0; j < 3; j++) {
			e = v[j] + d * (v[j + 3] - v[j]);
			newv[0][newc[0]][j] = e;
			newv[1][newc[1]][j] = e;
		}
		newc[0]++;
		newc[1]++;
	}

	// continue
	R_ClipSkySurface(newc[0], newv[0][0], stage + 1);
	R_ClipSkySurface(newc[1], newv[1][0], stage + 1);
}