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https://github.com/FWGS/xash3d-fwgs
synced 2024-11-25 11:19:59 +01:00
ref_gl: use texture-based chains for dlights, make new code work correctly (only with dlightmode 1)
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c2507f5c87
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@ -1748,6 +1748,16 @@ typedef struct vboarray_s
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struct vboarray_s *next; // split by 65536 vertices
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} vboarray_t;
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typedef struct dlightstate_s
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{
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msurface_t *dlightchain;
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uint curindex;
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//uint surfindex;
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//vboarray_t *array;
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//struct dlightstate_s *next;
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} dlightstate_t;
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// every surface is linked to vbo texture
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typedef struct vbosurfdata_s
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{
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@ -1794,6 +1804,7 @@ struct vbo_static_s
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vec2_t *dlight_tc; // array
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#endif
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unsigned int dlight_vbo;
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dlightstate_t *dlights;
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vbovertex_t decal_dlight[MAX_RENDER_DECALS * DECAL_VERTS_MAX];
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unsigned int decal_dlight_vbo;
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int decal_numverts[MAX_RENDER_DECALS * DECAL_VERTS_MAX];
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@ -1803,6 +1814,8 @@ struct vbo_static_s
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int maxlightmap;
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int mintexture;
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int maxtexture;
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int mindlight;
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int maxdlight;
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// never skip array splits
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int minarraysplit_tex;
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@ -1897,12 +1910,15 @@ void R_GenerateVBO( void )
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vbos.maxlightmap = 0;
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vbos.mintexture = INT_MAX;
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vbos.maxtexture = 0;
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vbos.mindlight = INT_MAX;
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vbos.maxdlight = 0;
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vbos.textures = Mem_Calloc( vbos.mempool, numtextures * numlightmaps * sizeof( vbotexture_t ) );
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vbos.surfdata = Mem_Calloc( vbos.mempool, WORLDMODEL->numsurfaces * sizeof( vbosurfdata_t ) );
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vbos.arraylist = vbo = Mem_Calloc( vbos.mempool, sizeof( vboarray_t ) );
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vbos.decaldata = Mem_Calloc( vbos.mempool, sizeof( vbodecaldata_t ) );
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vbos.decaldata->lm = Mem_Calloc( vbos.mempool, sizeof( msurface_t* ) * numlightmaps );
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vbos.dlights = Mem_Calloc( vbos.mempool, sizeof( dlightstate_t ) * numtextures );
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// count array lengths
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for( k = 0; k < numlightmaps; k++ )
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@ -1913,6 +1929,7 @@ void R_GenerateVBO( void )
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{
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int i;
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vbotexture_t *vbotex = &vbos.textures[k * numtextures + j];
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//dlightstate_t *dl = vbos.dlights[j];
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for( i = 0; i < numsurfaces; i++ )
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{
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@ -2439,6 +2456,15 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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if( r_detailtextures.value && r_vbo_detail.value == 1 && mtst.tmu_dt == -1 && tex->dt_texturenum )
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{
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gl_texture_t *glt = R_GetTexture( tex->gl_texturenum );
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int array_len;
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if( vbo )
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array_len = vbo->array_len;
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else
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{
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array_len = offset;
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offset = 0;
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}
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GL_SelectTexture( XASH_TEXTURE1 );
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pglDisable( GL_TEXTURE_2D );
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@ -2463,7 +2489,7 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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// draw
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, indexlen, GL_VBOINDEX_TYPE, indexarray );
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pglDrawRangeElements( GL_TRIANGLES, 0, array_len, indexlen, GL_VBOINDEX_TYPE, indexarray );
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else
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#endif
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pglDrawElements( GL_TRIANGLES, indexlen, GL_VBOINDEX_TYPE, indexarray );
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@ -2483,12 +2509,15 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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vboarray.astate = VBO_ARRAY_NONE;
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vboarray.tstate = VBO_TEXTURE_NONE;
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vboarray.lstate = VBO_LIGHTMAP_NONE;
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if( vbo )
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{
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if( resetvbo )
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R_SetupVBOArrayDlight( vbo, tex );
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else
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R_SetupVBOArrayStatic( vbo, true, true );
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}
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}
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}
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#define MINIMIZE_UPLOAD
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#define DISCARD_DLIGHTS
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@ -3194,7 +3223,79 @@ void R_ClearVBOState( qboolean drawlightmap, qboolean drawtextures )
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mtst.lm = 0;
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}
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static void R_FlushAllDlights( int mintexture, int maxtexture, int startindex, vboindex_t *dlightarray, int array_len )
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static void R_DrawDlightedDecalsAll( int decalcount, int mintexture, int maxtexture )
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{
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msurface_t *decalsurf;
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decal_t *pdecal;
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int decali = 0;
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pglDepthMask( GL_FALSE );
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pglEnable( GL_BLEND );
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pglEnable( GL_POLYGON_OFFSET_FILL );
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if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
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pglDisable( GL_ALPHA_TEST );
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R_SetupVBOArrayDecalDlight( decalcount );
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for( int j = mintexture; j < maxtexture; j++ )
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{
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dlightstate_t *dl = &vbos.dlights[j];
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for( decalsurf = dl->dlightchain; ( decali < decalcount ) && decalsurf; decalsurf = decalsurf->info->lightmapchain )
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{
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for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext )
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{
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gl_texture_t *glt;
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if( !pdecal->texture )
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continue;
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glt = R_GetTexture( pdecal->texture );
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GL_Bind( mtst.tmu_gl, pdecal->texture );
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// normal HL decal with alpha-channel
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if( glt->flags & TF_HAS_ALPHA )
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{
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// draw transparent decals with GL_MODULATE
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if( glt->fogParams[3] > 230 )
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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}
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else
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{
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// color decal like detail texture. Base color is 127 127 127
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
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}
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pglDrawArrays( GL_TRIANGLE_FAN, decali * DECAL_VERTS_MAX, vbos.decal_numverts[decali] );
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decali++;
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}
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//newsurf = surf;
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}
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//dl->dlightchain = NULL;
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}
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#if SPARSE_DECALS_UPLOAD
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if( vbos.decal_dlight_vbo )
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
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#endif
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// restore states pointers for next dynamic lightmap
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglDepthMask( GL_TRUE );
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pglDisable( GL_BLEND );
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pglDisable( GL_POLYGON_OFFSET_FILL );
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if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
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pglEnable( GL_ALPHA_TEST );
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R_SetDecalMode( false );
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}
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static void R_FlushAllDlights( int mintexture, int maxtexture, int startindex, vboindex_t *dlightarray, int array_len, int decalcount )
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{
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int j;
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int k;
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@ -3216,24 +3317,30 @@ static void R_FlushAllDlights( int mintexture, int maxtexture, int startindex, v
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for( j = mintexture; j < maxtexture; j++ )
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{
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for( k = vbos.minlightmap; k < vbos.maxlightmap; k++ )
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//for( k = vbos.minlightmap; k < vbos.maxlightmap; k++ )
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{
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//vbotexture_t *vbotex = &vbos.textures[k * numtextures + j];
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dlightstate_t *dl = &vbos.dlights[j];
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//do
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{
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vbotexture_t *vbotex = &vbos.textures[k * numtextures + j];
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texture_t *tex;
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int indexcount = vbotex->curindex - startindex;
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vbotex->curindex = 0;
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int indexcount = dl->curindex - startindex;
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if( indexcount <= 0 )
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continue;
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tex = R_TextureAnim( WORLDMODEL->textures[j] );
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GL_Bind( mtst.tmu_gl, tex->gl_texturenum );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,gl_tc)));
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if( mtst.details_enabled && mtst.tmu_dt != -1 )
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if( r_detailtextures.value && mtst.tmu_dt != -1 && tex->dt_texturenum )
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{
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GL_SelectTexture( mtst.tmu_dt );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,gl_tc)));
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GL_Bind( mtst.tmu_dt, tex->dt_texturenum );
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//pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,gl_tc)));
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mtst.details_enabled = true;
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mtst.glt = R_GetTexture( tex->gl_texturenum );
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R_EnableDetail();
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}
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else R_DisableDetail();
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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@ -3242,12 +3349,38 @@ static void R_FlushAllDlights( int mintexture, int maxtexture, int startindex, v
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#endif
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pglDrawElements( GL_TRIANGLES, indexcount, GL_VBOINDEX_TYPE, dlightarray + startindex );
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startindex += indexcount;
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//vbotex = vbotex->next;
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}
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//while( vbotex );
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}
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}
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R_DrawDlightedDecalsAll( decalcount, mintexture, maxtexture );
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startindex = 0;
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if( vbos.dlight_vbo )
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{
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,pos)));
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}
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for( j = mintexture; j < maxtexture; j++ )
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{
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dlightstate_t *dl = &vbos.dlights[j];
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int indexcount = dl->curindex - startindex;
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dl->dlightchain = NULL;
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dl->curindex = 0;
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if( indexcount >= 0 && r_detailtextures.value && r_vbo_detail.value == 1 && mtst.tmu_dt == -1 )
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{
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texture_t *tex = tex = R_TextureAnim( WORLDMODEL->textures[j] );
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R_AdditionalPasses( NULL, indexcount, dlightarray + startindex, tex, true, array_len );
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startindex += indexcount;
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}
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}
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}
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static void R_DrawVBODlightsAll( vboarray_t *vbo )
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static void R_DrawVBODlightsAll( void )
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{
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vboindex_t *dlightarray = vbos.dlight_index; // preallocated array
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int numtextures = WORLDMODEL->numtextures;
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@ -3255,6 +3388,7 @@ static void R_DrawVBODlightsAll( vboarray_t *vbo )
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msurface_t *surf, *newsurf;
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int decalcount = 0;
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uint indexbase = 0;
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uint starttexture = vbos.mindlight;
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int j;
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int k;
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@ -3263,19 +3397,24 @@ static void R_DrawVBODlightsAll( vboarray_t *vbo )
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// clear the block
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LM_InitBlock();
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for( j = vbos.mintexture; j < vbos.maxtexture; j++ )
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for( j = starttexture; j < vbos.maxdlight; j++ )
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{
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for( k = vbos.minlightmap; k < vbos.maxlightmap; k++ )
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//for( k = vbos.minlightmap; k < vbos.maxlightmap; k++ )
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{
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vbotexture_t *vbotex = &vbos.textures[k * numtextures + j];
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//vbotexture_t *vbotex = &vbos.textures[k * numtextures + j];
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dlightstate_t *dl = &vbos.dlights[j];
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//do
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//{
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//vboarray_t *vbo = vbotex->vboarray;
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// accumulate indexes for every dlighted surface until dlight block full
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for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
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for( surf = newsurf = dl->dlightchain; surf; surf = surf->info->lightmapchain )
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{
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int smax, tmax;
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byte *base;
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const uint surfindex = surf - WORLDMODEL->surfaces;
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const int startindex = vbos.surfdata[surfindex].startindex;
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//const uint surfindex = surf - WORLDMODEL->surfaces;
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//const int startindex = vbos.surfdata[surfindex].startindex;
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uint index;
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mextrasurf_t *info; // this stores current dlight offset
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int sample_size;
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@ -3296,23 +3435,15 @@ static void R_DrawVBODlightsAll( vboarray_t *vbo )
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}
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else
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{
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vbotex->dlightchain = NULL;
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gEngfuncs.Con_Reportf("full\n");
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return;
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#if 0
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// out of free block space. Draw all generated index array and clear it
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// upload already generated block
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R_FlushDlights( vbo, dlightindex, dlightarray, indexbase );
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//dl->dlightchain = NULL;
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//dl->curindex = 0;
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//gEngfuncs.Con_Reportf("full\n");
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dl->curindex = dlightindex;
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R_FlushAllDlights( starttexture, j + 1, 0, dlightarray, indexbase, decalcount );
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dl->dlightchain = surf;
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starttexture = j;
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indexbase = 0;
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R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, 0 );
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// draw decals that lighted with this lightmap
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if( decalcount )
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R_DrawDlightedDecals( vbo, newsurf, surf, decalcount, texture );
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decalcount = 0;
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R_SetupVBOArrayDlight( vbo, texture );
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// clear the block
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LM_InitBlock();
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dlightindex = 0;
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@ -3325,7 +3456,6 @@ static void R_DrawVBODlightsAll( vboarray_t *vbo )
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base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
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R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
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#endif
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}
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// build index and texcoords arrays
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@ -3333,12 +3463,15 @@ static void R_DrawVBODlightsAll( vboarray_t *vbo )
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vbos.dlight_arr[indexbase].lm_tc[1] = surf->polys->verts[0][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
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vbos.dlight_arr[indexbase + 1].lm_tc[0] = surf->polys->verts[1][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
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vbos.dlight_arr[indexbase + 1].lm_tc[1] = surf->polys->verts[1][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
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Vector2Copy( &surf->polys->verts[0][3], vbos.dlight_arr[indexbase].gl_tc );
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Vector2Copy( &surf->polys->verts[1][3], vbos.dlight_arr[indexbase + 1].gl_tc );
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VectorCopy( surf->polys->verts[0], vbos.dlight_arr[indexbase].pos );
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VectorCopy( surf->polys->verts[1], vbos.dlight_arr[indexbase + 1].pos );
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// copy array from static
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Vector2Copy( vbo->array[startindex].gl_tc, vbos.dlight_arr[indexbase].gl_tc );
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VectorCopy( vbo->array[startindex].pos, vbos.dlight_arr[indexbase].pos );
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Vector2Copy( vbo->array[startindex + 1].gl_tc, vbos.dlight_arr[indexbase + 1].gl_tc );
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VectorCopy( vbo->array[startindex + 1].pos, vbos.dlight_arr[indexbase + 1].pos );
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//Vector2Copy( vbo->array[startindex].gl_tc, vbos.dlight_arr[indexbase].gl_tc );
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//VectorCopy( vbo->array[startindex].pos, vbos.dlight_arr[indexbase].pos );
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//Vector2Copy( vbo->array[startindex + 1].gl_tc, vbos.dlight_arr[indexbase + 1].gl_tc );
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//VectorCopy( vbo->array[startindex + 1].pos, vbos.dlight_arr[indexbase + 1].pos );
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for( index = 2; index < surf->polys->numverts; index++ )
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{
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@ -3347,39 +3480,40 @@ static void R_DrawVBODlightsAll( vboarray_t *vbo )
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dlightarray[dlightindex++] = indexbase + index;
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vbos.dlight_arr[indexbase + index].lm_tc[0] = surf->polys->verts[index][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
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vbos.dlight_arr[indexbase + index].lm_tc[1] = surf->polys->verts[index][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
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Vector2Copy( vbo->array[startindex + index].gl_tc, vbos.dlight_arr[indexbase + index].gl_tc );
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VectorCopy( vbo->array[startindex + index].pos, vbos.dlight_arr[indexbase + index].pos );
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Vector2Copy( &surf->polys->verts[index][3], vbos.dlight_arr[indexbase + index].gl_tc );
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VectorCopy( surf->polys->verts[index], vbos.dlight_arr[indexbase + index].pos );
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//Vector2Copy( vbo->array[startindex + index].gl_tc, vbos.dlight_arr[indexbase + index].gl_tc );
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//VectorCopy( vbo->array[startindex + index].pos, vbos.dlight_arr[indexbase + index].pos );
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}
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indexbase += index;
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// if surface has decals, build decal array
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//R_AddSurfaceDecalsDlight( surf, &decalcount );
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R_AddSurfaceDecalsDlight( surf, &decalcount );
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//info->dlight_s = info->dlight_t = 0;
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}
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vbotex->dlightchain = NULL;
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||||
vbotex->curindex = dlightindex;
|
||||
//dl->dlightchain = NULL;
|
||||
dl->curindex = dlightindex;
|
||||
//vbotex = vbotex->next;
|
||||
//}
|
||||
//while( vbotex );
|
||||
}
|
||||
}
|
||||
|
||||
if( dlightindex )
|
||||
//if( dlightindex )
|
||||
{
|
||||
//R_FlushDlights( vbo, dlightindex, dlightarray, indexbase );
|
||||
R_FlushAllDlights( vbos.mintexture, vbos.maxtexture, 0, dlightarray, indexbase );
|
||||
R_FlushAllDlights( starttexture, vbos.maxtexture, 0, dlightarray, indexbase, decalcount );
|
||||
//R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, 0);
|
||||
|
||||
// draw remaining decals
|
||||
if( decalcount )
|
||||
{
|
||||
//R_DrawDlightedDecals( vbo, newsurf, NULL, decalcount, NULL );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if( vbos.dlight_vbo )
|
||||
{
|
||||
// invalidate state to reset vertex array offset
|
||||
//vboarray.astate = VBO_ARRAY_NONE;
|
||||
//vboarray.tstate = VBO_TEXTURE_NONE;
|
||||
//vboarray.lstate = VBO_LIGHTMAP_NONE;
|
||||
vboarray.astate = VBO_ARRAY_DLIGHT;
|
||||
vboarray.tstate = VBO_TEXTURE_DECAL;
|
||||
vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
|
||||
}
|
||||
}
|
||||
|
||||
@ -3419,6 +3553,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
vbos.maxtexture = vbos.maxarraysplit_tex;
|
||||
if( vbos.maxtexture > numtextures )
|
||||
vbos.maxtexture = numtextures;
|
||||
if( vbos.maxdlight > numtextures )
|
||||
vbos.maxdlight = numtextures;
|
||||
|
||||
for( k = vbos.minlightmap; k < vbos.maxlightmap; k++ )
|
||||
{
|
||||
@ -3487,7 +3623,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
if( !drawtextures || !drawlightmap )
|
||||
vbos.decaldata->lm[k] = NULL;
|
||||
}
|
||||
R_DrawVBODlightsAll( vbo );
|
||||
R_DrawVBODlightsAll();
|
||||
// ASSERT( !vbo->next );
|
||||
R_ClearVBOState( drawlightmap, drawtextures );
|
||||
|
||||
@ -3497,6 +3633,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
vbos.maxlightmap = 0;
|
||||
vbos.mintexture = INT_MAX;
|
||||
vbos.maxtexture = 0;
|
||||
vbos.mindlight = INT_MAX;
|
||||
vbos.maxdlight = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -3634,8 +3772,13 @@ qboolean R_AddSurfToVBO( msurface_t *surf, qboolean buildlightmap )
|
||||
if( buildlightmap && R_CheckLightMap( surf ) )
|
||||
{
|
||||
// every vbotex has own lightmap chain (as we sorted if by textures to use multitexture)
|
||||
surf->info->lightmapchain = vbotex->dlightchain;
|
||||
vbotex->dlightchain = surf;
|
||||
dlightstate_t *dl = &vbos.dlights[texturenum];
|
||||
surf->info->lightmapchain = dl->dlightchain;
|
||||
dl->dlightchain = surf;
|
||||
if( vbos.maxdlight < texturenum + 1 )
|
||||
vbos.maxdlight = texturenum + 1;
|
||||
if( vbos.mindlight > texturenum )
|
||||
vbos.mindlight = texturenum;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user