Fixes a couple of bugs, the overkill way.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3777 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2011-04-20 23:34:13 +00:00
parent 5cc7d591fd
commit 546c49870d
15 changed files with 84 additions and 80 deletions

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@ -229,11 +229,11 @@ typedef struct rendererinfo_s {
//Select the current render mode and modifier flags
void (*BE_SelectMode)(backendmode_t mode, unsigned int flags);
void (*BE_SelectMode)(backendmode_t mode);
/*Draws an entire mesh list from a VBO. vbo can be null, in which case the chain may be drawn without batching.
Rules for using a list: Every mesh must be part of the same VBO, shader, lightmap, and must have the same pointers set*/
void (*BE_DrawMesh_List)(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums);
void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums);
void (*BE_DrawMesh_List)(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
void (*BE_SubmitBatch)(struct batch_s *batch);
struct batch_s *(*BE_GetTempBatch)(void);
//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required

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@ -321,7 +321,7 @@ static void PClassic_DrawParticles(void)
if (classicmesh.numvertexes >= BUFFERVERTS-3)
{
classicmesh.numindexes = classicmesh.numvertexes;
BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures);
BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures, 0);
classicmesh.numvertexes = 0;
}
@ -404,7 +404,7 @@ static void PClassic_DrawParticles(void)
if (classicmesh.numvertexes)
{
classicmesh.numindexes = classicmesh.numvertexes;
BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures);
BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures, 0);
classicmesh.numvertexes = 0;
}

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@ -3653,7 +3653,7 @@ static void GL_DrawTexturedParticle(int count, particle_t **plist, plooks_t *typ
if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
pscriptmesh.numvertexes = 0;
}
@ -3711,7 +3711,7 @@ static void GL_DrawTexturedParticle(int count, particle_t **plist, plooks_t *typ
if (pscriptmesh.numvertexes)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
pscriptmesh.numvertexes = 0;
}
}
@ -3729,7 +3729,7 @@ static void GL_DrawTrifanParticle(int count, particle_t **plist, plooks_t *type)
if (pscripttmesh.numvertexes >= BUFFERVERTS-3)
{
pscripttmesh.numindexes = pscripttmesh.numvertexes;
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
pscripttmesh.numvertexes = 0;
}
@ -3765,7 +3765,7 @@ static void GL_DrawTrifanParticle(int count, particle_t **plist, plooks_t *type)
if (pscripttmesh.numvertexes)
{
pscripttmesh.numindexes = pscripttmesh.numvertexes;
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
pscripttmesh.numvertexes = 0;
}
}
@ -3813,7 +3813,7 @@ static void GL_DrawTexturedSparkParticle(int count, particle_t **plist, plooks_t
if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
pscriptmesh.numvertexes = 0;
}
@ -3859,7 +3859,7 @@ static void GL_DrawTexturedSparkParticle(int count, particle_t **plist, plooks_t
if (pscriptmesh.numvertexes)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
pscriptmesh.numvertexes = 0;
}
}
@ -3881,7 +3881,7 @@ static void GL_DrawParticleBeam(int count, beamseg_t **blist, plooks_t *type)
if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
pscriptmesh.numvertexes = 0;
}
@ -3918,7 +3918,7 @@ static void GL_DrawParticleBeam(int count, beamseg_t **blist, plooks_t *type)
if (pscriptmesh.numvertexes)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
pscriptmesh.numvertexes = 0;
}
}
@ -3934,7 +3934,7 @@ static void GL_DrawClippedDecal(int count, clippeddecal_t **dlist, plooks_t *typ
if (pscripttmesh.numvertexes >= BUFFERVERTS-3)
{
pscripttmesh.numindexes = pscripttmesh.numvertexes;
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
pscripttmesh.numvertexes = 0;
}
@ -3956,7 +3956,7 @@ static void GL_DrawClippedDecal(int count, clippeddecal_t **dlist, plooks_t *typ
if (pscripttmesh.numvertexes)
{
pscripttmesh.numindexes = pscripttmesh.numvertexes;
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures);
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
pscripttmesh.numvertexes = 0;
}
}

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@ -392,7 +392,8 @@ void QCBUILTIN PF_CL_stringwidth(progfuncs_t *prinst, struct globalvars_s *pr_gl
#define DRAWFLAG_MODULATE 2
#define DRAWFLAG_MODULATE2 3
static void PF_SelectDPDrawFlag(int flag)
extern unsigned int r2d_be_flags;
static unsigned int PF_SelectDPDrawFlag(int flag)
{
//flags:
//0 = blend
@ -400,9 +401,9 @@ static void PF_SelectDPDrawFlag(int flag)
//2 = modulate
//3 = modulate*2
if (flag == 1)
BE_SelectMode(BEM_STANDARD, BEF_FORCEADDITIVE);
return BEF_FORCEADDITIVE;
else
BE_SelectMode(BEM_STANDARD, BEF_FORCETRANSPARENT);
return BEF_FORCETRANSPARENT;
}
//float drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag) = #456;
@ -421,10 +422,10 @@ void QCBUILTIN PF_CL_drawpic (progfuncs_t *prinst, struct globalvars_s *pr_globa
if (!p)
p = R2D_SafePicFromWad(picname);
PF_SelectDPDrawFlag(flag);
r2d_be_flags = PF_SelectDPDrawFlag(flag);
R2D_ImageColours(rgb[0], rgb[1], rgb[2], alpha);
R2D_Image(pos[0], pos[1], size[0], size[1], 0, 0, 1, 1, p);
BE_SelectMode(BEM_STANDARD, 0);
r2d_be_flags = 0;
G_FLOAT(OFS_RETURN) = 1;
}
@ -444,14 +445,14 @@ void QCBUILTIN PF_CL_drawsubpic (progfuncs_t *prinst, struct globalvars_s *pr_gl
p = R2D_SafeCachePic(picname);
PF_SelectDPDrawFlag(flag);
r2d_be_flags = PF_SelectDPDrawFlag(flag);
R2D_ImageColours(rgb[0], rgb[1], rgb[2], alpha);
R2D_Image( pos[0], pos[1],
size[0], size[1],
srcPos[0], srcPos[1],
srcPos[0]+srcSize[0], srcPos[1]+srcSize[1],
p);
BE_SelectMode(BEM_STANDARD, 0);
r2d_be_flags = 0;
G_FLOAT(OFS_RETURN) = 1;
}

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@ -26,6 +26,7 @@ static vecV_t draw_mesh_xyz[4];
vec2_t draw_mesh_st[4];
static avec4_t draw_mesh_colors[4];
index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0};
unsigned int r2d_be_flags;
extern cvar_t scr_conalpha;
extern cvar_t gl_conback;
@ -326,7 +327,7 @@ void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2,
draw_mesh_st[3][0] = s1;
draw_mesh_st[3][1] = t2;
BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures);
BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags);
}
/*draws a block of the current colour on the screen*/
@ -345,9 +346,9 @@ void R2D_FillBlock(int x, int y, int w, int h)
draw_mesh_xyz[3][1] = y+h;
if (draw_mesh_colors[0][3] != 1)
BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures);
BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures, r2d_be_flags);
else
BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures);
BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures, r2d_be_flags);
}
void R2D_ScalePic (int x, int y, int width, int height, mpic_t *pic)
@ -502,7 +503,7 @@ void R2D_TileClear (int x, int y, int w, int h)
draw_mesh_st[3][0] = newsl;
draw_mesh_st[3][1] = newth;
BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures);
BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures, r2d_be_flags);
}
void R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)

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@ -1629,10 +1629,9 @@ static void BE_DrawMeshChain_Internal(void)
}
}
void D3DBE_SelectMode(backendmode_t mode, unsigned int flags)
void D3DBE_SelectMode(backendmode_t mode)
{
shaderstate.mode = mode;
shaderstate.flags = flags;
}
/*Generates an optimised vbo for each of the given model's textures*/
@ -2085,7 +2084,7 @@ static void R_DrawLightning(entity_t *e)
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL, 0);
}
//q3 railgun beam
static void R_DrawRailCore(entity_t *e)
@ -2146,7 +2145,7 @@ static void R_DrawRailCore(entity_t *e)
mesh.numvertexes = 4;
mesh.st_array = texcoords;
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL, 0);
}
#endif
static void BE_GenModelBatches(batch_t **batches)
@ -2514,7 +2513,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
BE_SelectMode(BEM_DEPTHONLY, 0);
BE_SelectMode(BEM_DEPTHONLY);
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
@ -2530,7 +2529,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
BE_SubmitBatch(old);
}
}
BE_SelectMode(BEM_STANDARD, 0);
BE_SelectMode(BEM_STANDARD);
R_DrawPortal(batch, worldlist);
@ -2593,7 +2592,7 @@ void D3DBE_DrawWorld (qbyte *vis)
r_worldentity.axis[1][1] = 1;
r_worldentity.axis[2][2] = 1;
BE_SelectMode(BEM_STANDARD, 0);
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();
BE_SubmitMeshes(true, batches);

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@ -439,7 +439,7 @@ void GL_SetShaderState2D(qboolean is2d)
else
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
BE_SelectMode(BEM_STANDARD, 0);
BE_SelectMode(BEM_STANDARD);
}
void GL_SelectTexture(int target)
@ -753,7 +753,7 @@ void BE_SetupForShadowMap(void)
shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE;
// qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
BE_SelectMode(BEM_DEPTHONLY, 0);
BE_SelectMode(BEM_DEPTHONLY);
}
#endif
@ -2561,12 +2561,13 @@ qboolean GLBE_LightCullModel(vec3_t org, model_t *model)
}
//Note: Be cautious about using BEM_LIGHT here.
void GLBE_SelectMode(backendmode_t mode, unsigned int flags)
void GLBE_SelectMode(backendmode_t mode)
{
extern int gldepthfunc;
if (mode != shaderstate.mode)
{
shaderstate.mode = mode;
#ifdef RTLIGHTS
if (mode == BEM_STENCIL)
{
@ -2649,8 +2650,6 @@ void GLBE_SelectMode(backendmode_t mode, unsigned int flags)
}
#endif
}
shaderstate.mode = mode;
shaderstate.flags = flags;
}
void GLBE_SelectEntity(entity_t *ent)
@ -2898,13 +2897,14 @@ static void DrawMeshes(void)
}
}
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums)
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
if (!vbo)
{
mesh_t *m;
shaderstate.sourcevbo = &shaderstate.dummyvbo;
shaderstate.curshader = shader;
shaderstate.flags = beflags;
if (shaderstate.curentity != &r_worldentity)
{
BE_SelectEntity(&r_worldentity);
@ -2936,6 +2936,7 @@ void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_
{
shaderstate.sourcevbo = vbo;
shaderstate.curshader = shader;
shaderstate.flags = beflags;
if (shaderstate.curentity != &r_worldentity)
{
BE_SelectEntity(&r_worldentity);
@ -2950,10 +2951,10 @@ void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_
DrawMeshes();
}
}
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, texnums_t *texnums)
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shader->next = NULL;
BE_DrawMesh_List(shader, 1, &mesh, NULL, texnums);
BE_DrawMesh_List(shader, 1, &mesh, NULL, texnums, beflags);
}
void BE_DrawPolys(qboolean decalsset)
@ -2976,7 +2977,7 @@ void BE_DrawPolys(qboolean decalsset)
m.indexes = cl_strisidx + cl_stris[i].firstidx;
m.numindexes = cl_stris[i].numidx;
m.numvertexes = cl_stris[i].numvert;
BE_DrawMesh_Single(cl_stris[i].shader, &m, NULL, &cl_stris[i].shader->defaulttextures);
BE_DrawMesh_Single(cl_stris[i].shader, &m, NULL, &cl_stris[i].shader->defaulttextures, 0);
}
}
void GLBE_SubmitBatch(batch_t *batch)
@ -3014,12 +3015,12 @@ void GLBE_SubmitBatch(batch_t *batch)
}
shaderstate.curshader = batch->shader;
shaderstate.flags = batch->flags;
if (shaderstate.curentity != batch->ent)
{
BE_SelectEntity(batch->ent);
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
}
shaderstate.flags = batch->flags;
if (batch->skin)
shaderstate.curtexnums = batch->skin;
else
@ -3064,7 +3065,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
BE_SelectMode(BEM_DEPTHONLY, 0);
BE_SelectMode(BEM_DEPTHONLY);
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
@ -3080,7 +3081,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
BE_SubmitBatch(old);
}
}
BE_SelectMode(BEM_STANDARD, 0);
BE_SelectMode(BEM_STANDARD);
GLR_DrawPortal(batch, worldlist);
@ -3325,9 +3326,9 @@ void GLBE_DrawWorld (qbyte *vis)
shaderstate.identitylighting = 1;
if (shaderstate.identitylighting == 0)
BE_SelectMode(BEM_DEPTHDARK, 0);
BE_SelectMode(BEM_DEPTHDARK);
else
BE_SelectMode(BEM_STANDARD, 0);
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();
GLBE_SubmitMeshes(true, batches);
@ -3344,7 +3345,7 @@ void GLBE_DrawWorld (qbyte *vis)
if (r_refdef.gfog_alpha)
{
BE_SelectMode(BEM_FOG, 0);
BE_SelectMode(BEM_FOG);
BE_SelectFog(r_refdef.gfog_rgb, r_refdef.gfog_alpha, r_refdef.gfog_density);
GLBE_SubmitMeshes(true, batches);
}

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@ -300,10 +300,10 @@ static void Font_Flush(void)
font_backmesh.numvertexes = font_foremesh.numvertexes;
font_backmesh.istrifan = font_foremesh.istrifan;
BE_DrawMesh_Single(fontplanes.backshader, &font_backmesh, NULL, &fontplanes.backshader->defaulttextures);
BE_DrawMesh_Single(fontplanes.backshader, &font_backmesh, NULL, &fontplanes.backshader->defaulttextures, 0);
}
fontplanes.shader->defaulttextures.base = font_texture;
BE_DrawMesh_Single(fontplanes.shader, &font_foremesh, NULL, &fontplanes.shader->defaulttextures);
BE_DrawMesh_Single(fontplanes.shader, &font_foremesh, NULL, &fontplanes.shader->defaulttextures, 0);
font_foremesh.numindexes = 0;
font_foremesh.numvertexes = 0;
}

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@ -156,7 +156,7 @@ void R_InitFlashblends(void)
);
}
void R_RenderDlight (dlight_t *light)
void R_RenderDlight (dlight_t *light, unsigned int beflags)
{
int i, j;
// float a;
@ -205,7 +205,7 @@ void R_RenderDlight (dlight_t *light)
bub_cos++;
}
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures);
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures, beflags);
}
/*
@ -218,6 +218,7 @@ void GLR_RenderDlights (void)
int i;
dlight_t *l;
vec3_t waste1, waste2;
unsigned int beflags = 0;
switch(r_flashblend.ival)
{
@ -225,10 +226,9 @@ void GLR_RenderDlights (void)
return;
default:
case 1:
BE_SelectMode(BEM_STANDARD, 0);
break;
case 2:
BE_SelectMode(BEM_STANDARD, BEF_FORCENODEPTH);
beflags |= BEF_FORCENODEPTH;
break;
}
@ -252,10 +252,8 @@ void GLR_RenderDlights (void)
if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
continue;
}
R_RenderDlight (l);
R_RenderDlight (l, beflags);
}
BE_SelectMode(BEM_STANDARD, 0);
}
#endif

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@ -572,7 +572,6 @@ void R_DrawSpriteModel (entity_t *e)
fl |= BEF_FORCETRANSPARENT;
if (e->flags & RF_NODEPTHTEST)
fl |= BEF_FORCENODEPTH;
BE_SelectMode(BEM_STANDARD, fl);
VectorMA (sprorigin, frame->down, up, point);
VectorMA (point, frame->left, right, vertcoords[0]);
@ -599,7 +598,7 @@ void R_DrawSpriteModel (entity_t *e)
mesh.numvertexes = 4;
mesh.st_array = texcoords;
mesh.istrifan = true;
BE_DrawMesh_Single(frame->shader, &mesh, NULL, &frame->shader->defaulttextures);
BE_DrawMesh_Single(frame->shader, &mesh, NULL, &frame->shader->defaulttextures, fl);
}
//==================================================================================
@ -671,7 +670,7 @@ void R_DrawLightning(entity_t *e)
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL, 0);
}
//q3 railgun beam
void R_DrawRailCore(entity_t *e)
@ -732,7 +731,7 @@ void R_DrawRailCore(entity_t *e)
mesh.numvertexes = 4;
mesh.st_array = texcoords;
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL, 0);
}
#endif
@ -812,7 +811,7 @@ shader_t *beamshader;
mesh.normals_array = NULL;
mesh.numvertexes = sizeof(points)/sizeof(points[0]);
mesh.st_array = texcoords;
BE_DrawMesh_Single(beamshader, &mesh, NULL, &beamshader->defaulttextures);
BE_DrawMesh_Single(beamshader, &mesh, NULL, &beamshader->defaulttextures, 0);
}
/*

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@ -3472,7 +3472,7 @@ void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args)
"program defaultwarp\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0 3 0.1\n"
"tcmod turb 0 0.01 0.5 0\n"
"}\n"
"}\n"
);
@ -3604,7 +3604,7 @@ void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args)
"program defaultwarp\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0 3 0.1\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"if r_wateralpha != 1\n"
"[\n"
"alphagen const $r_wateralpha\n"

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@ -1334,10 +1334,10 @@ static void Sh_GenShadowFace(dlight_t *l, shadowmesh_t *smesh, int face, float p
if (!smesh->litsurfs[tno].count)
continue;
tex = cl.worldmodel->textures[tno];
BE_DrawMesh_List(tex->shader, smesh->litsurfs[tno].count, smesh->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures);
BE_DrawMesh_List(tex->shader, smesh->litsurfs[tno].count, smesh->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures, 0);
}
BE_SelectMode(BEM_DEPTHONLY, 0);
BE_SelectMode(BEM_DEPTHONLY);
BE_BaseEntTextures();
if (0)
@ -1550,7 +1550,7 @@ static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour, qbyte *vvis)
ve = 0;
BE_SelectDLight(l, colour);
BE_SelectMode(l->fov?BEM_SMAPLIGHTSPOT:BEM_SMAPLIGHT, 0);
BE_SelectMode(l->fov?BEM_SMAPLIGHTSPOT:BEM_SMAPLIGHT);
Sh_DrawEntLighting(l, colour);
GL_SelectTexture(7);
@ -1612,7 +1612,7 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
tex = cl.worldmodel->textures[tno];
if (tex->shader->flags & SHADER_NODLIGHT)
continue;
BE_DrawMesh_List(tex->shader, sm->litsurfs[tno].count, sm->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures);
BE_DrawMesh_List(tex->shader, sm->litsurfs[tno].count, sm->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures, 0);
}
BE_BaseEntTextures();
@ -1852,7 +1852,7 @@ static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
bench.numlights++;
BE_SelectDLight(dl, colour);
BE_SelectMode(BEM_STENCIL, 0);
BE_SelectMode(BEM_STENCIL);
//The backend doesn't maintain scissor state.
// qglEnable(GL_SCISSOR_TEST);
@ -1986,7 +1986,7 @@ static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
PPL_RevertToKnownState();
BE_SelectMode(BEM_LIGHT, 0);
BE_SelectMode(BEM_LIGHT);
Sh_DrawEntLighting(dl, colour);
qglDisable(GL_STENCIL_TEST);
@ -2052,7 +2052,7 @@ static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
bench.numlights++;
BE_SelectDLight(dl, colour);
BE_SelectMode(BEM_LIGHT, 0);
BE_SelectMode(BEM_LIGHT);
Sh_DrawEntLighting(dl, colour);
}
@ -2132,7 +2132,7 @@ void Sh_DrawLights(qbyte *vis)
}
qglDisable(GL_SCISSOR_TEST);
BE_SelectMode(BEM_STANDARD, 0);
BE_SelectMode(BEM_STANDARD);
// if (developer.value)
// Con_Printf("%i lights drawn, %i frustum culled, %i pvs culled, %i scissor culled\n", bench.numlights, bench.numfrustumculled, bench.numpvsculled, bench.numscissorculled);

View File

@ -449,9 +449,9 @@ static void GL_SkyForceDepth(batch_t *batch)
{
if (!cls.allow_skyboxes) //allow a little extra fps.
{
BE_SelectMode(BEM_DEPTHONLY, 0);
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, &batch->texture->vbo, &batch->shader->defaulttextures);
BE_SelectMode(BEM_STANDARD, 0); /*skys only render in standard mode anyway, so this is safe*/
BE_SelectMode(BEM_DEPTHONLY);
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, &batch->texture->vbo, &batch->shader->defaulttextures, batch->flags);
BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/
}
}

View File

@ -434,9 +434,9 @@ mfog_t *CM_FogForOrigin(vec3_t org);
#ifdef GLQUAKE
void GLBE_Init(void);
void GLBE_SelectMode(backendmode_t mode, unsigned int flags);
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums);
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums);
void GLBE_SelectMode(backendmode_t mode);
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void GLBE_SubmitBatch(batch_t *batch);
batch_t *GLBE_GetTempBatch(void);
void GLBE_GenBrushModelVBO(model_t *mod);
@ -448,7 +448,7 @@ void GLBE_SelectEntity(entity_t *ent);
#endif
#ifdef D3DQUAKE
void D3DBE_Init(void);
void D3DBE_SelectMode(backendmode_t mode, unsigned int flags);
void D3DBE_SelectMode(backendmode_t mode);
void D3DBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums);
void D3DBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums);
void D3DBE_SubmitBatch(batch_t *batch);

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@ -231,7 +231,12 @@ void SV_New_f (void)
gamedir = Info_ValueForKey (svs.info, "*gamedir");
if (!gamedir[0] || !strcmp(gamedir, "fte"))
gamedir = "qw";
{
if (ISQWCLIENT(host_client))
gamedir = "qw";
else
gamedir = "";
}
//NOTE: This doesn't go through ClientReliableWrite since it's before the user
//spawns. These functions are written to not overflow