#define SHADOWSTAGE_NONE 0
#define SHADOWSTAGE_STENCIL 1
#define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_ERASESTENCIL 3
+#define SHADOWSTAGE_STENCILTWOSIDE 3
int r_shadowstage = SHADOWSTAGE_NONE;
int r_shadow_reloadlights = false;
int *vertexremap;
int vertexupdatenum;
+int r_shadow_buffer_numclusterpvsbytes;
+qbyte *r_shadow_buffer_clusterpvs;
+int *r_shadow_buffer_clusterlist;
+
+int r_shadow_buffer_numsurfacepvsbytes;
+qbyte *r_shadow_buffer_surfacepvs;
+int *r_shadow_buffer_surfacelist;
+
rtexturepool_t *r_shadow_texturepool;
rtexture_t *r_shadow_normalcubetexture;
rtexture_t *r_shadow_attenuation2dtexture;
cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
-cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
int c_rt_lights, c_rt_clears, c_rt_scissored;
int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
+ r_shadow_buffer_numclusterpvsbytes = 0;
+ r_shadow_buffer_clusterpvs = NULL;
+ r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numsurfacepvsbytes = 0;
+ r_shadow_buffer_surfacepvs = NULL;
+ r_shadow_buffer_surfacelist = NULL;
r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
+ r_shadow_buffer_numclusterpvsbytes = 0;
+ r_shadow_buffer_clusterpvs = NULL;
+ r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numsurfacepvsbytes = 0;
+ r_shadow_buffer_surfacepvs = NULL;
+ r_shadow_buffer_surfacelist = NULL;
Mem_FreePool(&r_shadow_mempool);
}
Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
Cvar_RegisterVariable(&r_shadow_worldshadows);
Cvar_RegisterVariable(&r_shadow_dlightshadows);
- Cvar_RegisterVariable(&r_shadow_showtris);
Cvar_RegisterVariable(&r_shadow_staticworldlights);
Cvar_RegisterVariable(&r_shadow_cull);
+ Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
{
Cvar_SetValue("r_shadow_gloss", 2);
return shadowelements;
}
+void R_Shadow_EnlargeClusterBuffer(int numclusters)
+{
+ int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
+ if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+ {
+ if (r_shadow_buffer_clusterpvs)
+ Mem_Free(r_shadow_buffer_clusterpvs);
+ if (r_shadow_buffer_clusterlist)
+ Mem_Free(r_shadow_buffer_clusterlist);
+ r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes;
+ r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
+ r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
+ }
+}
+
+void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
+{
+ int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+ if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
+ {
+ if (r_shadow_buffer_surfacepvs)
+ Mem_Free(r_shadow_buffer_surfacepvs);
+ if (r_shadow_buffer_surfacelist)
+ Mem_Free(r_shadow_buffer_surfacelist);
+ r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
+ r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+ r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+ }
+}
+
void R_Shadow_PrepareShadowMark(int numtris)
{
// make sure shadowmark is big enough for this volume
void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
{
- GL_VertexPointer(vertex3f);
+ rmeshstate_t m;
+ if (r_shadow_compilingrtlight)
+ {
+ // if we're compiling an rtlight, capture the mesh
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
+ return;
+ }
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numvertices);
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- // decrement stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- R_Mesh_Draw(numvertices, numtriangles, element3i);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtriangles;
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- }
- R_Mesh_Draw(numvertices, numtriangles, element3i);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtriangles;
-}
-
-void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
-{
- shadowmesh_t *mesh;
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
- {
+ R_Mesh_Draw(numvertices, numtriangles, element3i);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtriangles;
// decrement stencil if frontface is behind depthbuffer
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- for (mesh = firstmesh;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
- }
- // increment stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- }
- for (mesh = firstmesh;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
}
+ R_Mesh_Draw(numvertices, numtriangles, element3i);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtriangles;
+ GL_LockArrays(0, 0);
}
float r_shadow_attenpower, r_shadow_attenscale;
if (r_shadow_texture3d.integer && !gl_texture3d)
Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+ if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+ Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_Color(0, 0, 0, 1);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglEnable(GL_CULL_FACE);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
r_shadowstage = SHADOWSTAGE_NONE;
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
GL_ColorMask(0, 0, 0, 0);
GL_BlendFunc(GL_ONE, GL_ZERO);
qglDepthFunc(GL_LESS);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_ALWAYS, 128, 0xFF);
- r_shadowstage = SHADOWSTAGE_STENCIL;
+ qglStencilFunc(GL_ALWAYS, 128, ~0);
+ if (gl_ext_stenciltwoside.integer)
+ {
+ r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+ qglDisable(GL_CULL_FACE);
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ }
+ else
+ {
+ r_shadowstage = SHADOWSTAGE_STENCIL;
+ qglEnable(GL_CULL_FACE);
+ qglStencilMask(~0);
+ // this is changed by every shadow render so its value here is unimportant
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ }
GL_Clear(GL_STENCIL_BUFFER_BIT);
c_rt_clears++;
// LordHavoc note: many shadow volumes reside entirely inside the world
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
GL_ColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglEnable(GL_CULL_FACE);
qglDisable(GL_STENCIL_TEST);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_EQUAL, 128, 0xFF);
+ qglStencilFunc(GL_EQUAL, 128, ~0);
r_shadowstage = SHADOWSTAGE_LIGHT;
c_rt_lights++;
}
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
- qglStencilFunc(GL_EQUAL, 128, 0xFF);
+ qglStencilFunc(GL_EQUAL, 128, ~0);
r_shadowstage = SHADOWSTAGE_LIGHT;
c_rt_lights++;
}
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
+ qglStencilFunc(GL_ALWAYS, 128, ~0);
r_shadowstage = SHADOWSTAGE_NONE;
}
}
}
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting)
{
int renders;
- float color[3], color2[3];
+ float color[3], color2[3], colorscale;
rmeshstate_t m;
- GL_VertexPointer(vertex3f);
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ if (!glosstexture)
+ glosstexture = r_shadow_blankglosstexture;
if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
- GL_Color(1,1,1,1);
- // colorscale accounts for how much we multiply the brightness during combine
- // mult is how many times the final pass of the lighting will be
- // performed to get more brightness than otherwise possible
- // limit mult to 64 for sanity sake
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+ if (lighting & LIGHTING_DIFFUSE)
{
- // 3/2 3D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- m.pointer_texcoord[2] = varray_texcoord3f[2];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ GL_Color(1,1,1,1);
+ // colorscale accounts for how much we multiply the brightness during combine
+ // mult is how many times the final pass of the lighting will be
+ // performed to get more brightness than otherwise possible
+ // limit mult to 64 for sanity sake
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
- }
- R_Mesh_State_Texture(&m);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ m.pointer_texcoord[2] = varray_texcoord3f[2];
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
- {
- // 1/2/2 3D combine path (original Radeon)
- memset(&m, 0, sizeof(m));
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = varray_texcoord3f[0];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ // 1/2/2 3D combine path (original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = varray_texcoord3f[0];
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
- }
- R_Mesh_State_Texture(&m);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
- {
- // 2/2 3D combine path (original Radeon)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ // 2/2 3D combine path (original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- }
- }
- else if (r_textureunits.integer >= 4)
- {
- // 4/2 2D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
- {
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
- R_Mesh_State_Texture(&m);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ else if (r_textureunits.integer >= 4)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ m.pointer_texcoord[3] = varray_texcoord2f[3];
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
- }
- else
- {
- // 2/2/2 2D combine path (any dot3 card)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ else
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ // 2/2/2 2D combine path (any dot3 card)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
- }
- R_Mesh_State_Texture(&m);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
}
- }
- else
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_textureunits.integer >= 2)
- {
- // voodoo2
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- }
- R_Mesh_State_Texture(&m);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- if (r_textureunits.integer >= 2)
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
- else
- R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- }
-}
-
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
-{
- int renders;
- float color[3], color2[3], colorscale;
- rmeshstate_t m;
- if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
- return;
- if (!glosstexture)
- glosstexture = r_shadow_blankglosstexture;
- if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
- {
- colorscale = r_shadow_glossintensity.value;
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
- if (glosstexture == r_shadow_blankglosstexture)
- colorscale *= r_shadow_gloss2intensity.value;
- GL_VertexPointer(vertex3f);
- GL_Color(1,1,1,1);
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
- {
- // 2/0/0/1/2 3D combine blendsquare path
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = varray_texcoord3f[0];
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- if (lightcubemap)
+ colorscale = r_shadow_glossintensity.value;
+ if (glosstexture == r_shadow_blankglosstexture)
+ colorscale *= r_shadow_gloss2intensity.value;
+ GL_Color(1,1,1,1);
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ // 2/0/0/1/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = varray_texcoord3f[0];
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
+ m.pointer_texcoord[0] = texcoord2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
- m.pointer_texcoord[0] = texcoord2f;
- R_Mesh_State_Texture(&m);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ // 2/0/0/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
- {
- // 2/0/0/2 3D combine blendsquare path
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- VectorScale(lightcolor, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ // 2/0/0/2/2 2D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
+ m.pointer_texcoord[0] = texcoord2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
}
- else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ }
+ else
+ {
+ if (lighting & LIGHTING_DIFFUSE)
{
- // 2/0/0/2/2 2D combine blendsquare path
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_vertex = vertex3f;
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- if (lightcubemap)
+ if (r_textureunits.integer >= 2)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
}
- m.pointer_texcoord[0] = texcoord2f;
- R_Mesh_State_Texture(&m);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, colorscale, color2);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ if (r_textureunits.integer >= 2)
+ R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+ else
+ R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
+ GL_LockArrays(0, 0);
}
}
}
VectorCopy(light->origin, rtlight->shadoworigin);
VectorCopy(light->color, rtlight->color);
rtlight->radius = light->radius;
- rtlight->cullradius = rtlight->radius;
- rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius;
- rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius;
- rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius;
- rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius;
- rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius;
- rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius;
- rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius;
+ //rtlight->cullradius = rtlight->radius;
+ //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
+ rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+ rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+ rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+ rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+ rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+ rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
rtlight->cubemapname[0] = 0;
if (light->cubemapname[0])
strcpy(rtlight->cubemapname, light->cubemapname);
rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
}
+rtlight_t *r_shadow_compilingrtlight;
+
// compiles rtlight geometry
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int i, j, k, l, maxverts = 256, tris;
- float *vertex3f = NULL, mins[3], maxs[3];
- shadowmesh_t *mesh, *castmesh = NULL;
- int lightpvsbytes;
- qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
- qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
+ int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
+ entity_render_t *ent = &cl_entities[0].render;
+ model_t *model = ent->model;
// compile the light
rtlight->compiled = true;
- VectorCopy(rtlight->cullmins, mins);
- VectorCopy(rtlight->cullmaxs, maxs);
- if (rtlight->shadow)
- castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
- rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- if (cl.worldmodel)
- {
- lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs));
- memset(lightpvs, 0, lightpvsbytes);
- if (cl.worldmodel->brushq3.num_leafs)
+ rtlight->static_numclusters = 0;
+ rtlight->static_numclusterpvsbytes = 0;
+ rtlight->static_clusterlist = NULL;
+ rtlight->static_clusterpvs = NULL;
+ rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+ rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+ rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+ rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+ rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+ rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+
+ if (model && model->GetLightInfo)
+ {
+ // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
+ r_shadow_compilingrtlight = rtlight;
+ R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
+ R_Shadow_EnlargeSurfaceBuffer(model->numsurfaces);
+ model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ if (numclusters)
{
- q3mleaf_t *leaf;
- q3mface_t *face;
-
- // make a pvs that only includes things within the box
- for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
- if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
- SETPVSBIT(lightpvs, leaf->clusterindex);
-
- // make a cluster list for fast visibility checking during rendering
- for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
- if (CHECKPVSBIT(lightpvs, i))
- rtlight->static_numclusters++;
- rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
- for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
- if (CHECKPVSBIT(lightpvs, i))
- rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
-
- VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
- VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
- for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
- face->lighttemp_castshadow = false;
- for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
- {
- if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
- {
- for (k = 0;k < 3;k++)
- {
- if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
- if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
- }
- for (j = 0;j < leaf->numleaffaces;j++)
- {
- face = leaf->firstleafface[j];
- if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
- face->lighttemp_castshadow = true;
- }
- }
- }
-
- // add surfaces to shadow casting mesh and light mesh
- for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
- {
- if (face->lighttemp_castshadow)
- {
- face->lighttemp_castshadow = false;
- if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
- {
- if (rtlight->shadow)
- if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
- if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
- }
- }
- }
+ rtlight->static_numclusters = numclusters;
+ rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
+ rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
+ rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
+ memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
+ memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
}
- else if (cl.worldmodel->brushq1.num_leafs)
+ if (model->DrawShadowVolume && rtlight->shadow)
{
- mleaf_t *leaf;
- msurface_t *surf;
- VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
- VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
- i = CL_PointQ1Contents(rtlight->shadoworigin);
-
- for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
- surf->lighttemp_castshadow = false;
-
- if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
- {
- qbyte *byteleafpvs;
- qbyte *bytesurfacepvs;
-
- byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
- bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
-
- Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs);
-
- // make a pvs that only includes things within the box
- for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
- {
- if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
- {
- SETPVSBIT(lightpvs, leaf->clusterindex);
- for (k = 0;k < 3;k++)
- {
- if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
- if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
- }
- }
- }
-
- for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
- if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
- surf->lighttemp_castshadow = true;
-
- Mem_Free(byteleafpvs);
- Mem_Free(bytesurfacepvs);
-
- // make a cluster list for fast visibility checking during rendering
- for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
- if (CHECKPVSBIT(lightpvs, i))
- rtlight->static_numclusters++;
- rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
- for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
- if (CHECKPVSBIT(lightpvs, i))
- rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
- }
- else
- {
- for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
- {
- if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
- {
- // make a pvs that only includes things within the box
- SETPVSBIT(lightpvs, leaf->clusterindex);
- for (k = 0;k < 3;k++)
- {
- if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
- if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
- }
- for (j = 0;j < leaf->nummarksurfaces;j++)
- {
- surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
- if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
- surf->lighttemp_castshadow = true;
- }
- }
- }
-
- // make a pvs that only includes things within the box
- for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
- if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
- SETPVSBIT(lightpvs, leaf->clusterindex);
-
- // make a cluster list for fast visibility checking during rendering
- for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
- if (CHECKPVSBIT(lightpvs, i))
- rtlight->static_numclusters++;
- rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
- for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
- if (CHECKPVSBIT(lightpvs, i))
- rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
- }
-
- // add surfaces to shadow casting mesh and light mesh
- for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
- {
- if (surf->lighttemp_castshadow)
- {
- surf->lighttemp_castshadow = false;
- if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
- if (!(surf->flags & SURF_DRAWSKY))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
- }
- }
+ rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
+ }
+ if (model->DrawLight)
+ {
+ rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
+ model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, numsurfaces, r_shadow_buffer_surfacelist);
+ rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
}
+ // switch back to rendering when DrawShadowVolume or DrawLight is called
+ r_shadow_compilingrtlight = NULL;
}
- // limit box to light bounds (in case it grew larger)
- for (k = 0;k < 3;k++)
- {
- if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius;
- if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius;
- }
- rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
- rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
- // cast shadow volume from castmesh
- castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
- if (castmesh)
+ // use smallest available cullradius - box radius or light radius
+ //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
+ //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
+
+ shadowmeshes = 0;
+ shadowtris = 0;
+ if (rtlight->static_meshchain_shadow)
{
- maxverts = 0;
- for (mesh = castmesh;mesh;mesh = mesh->next)
+ shadowmesh_t *mesh;
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
- R_Shadow_ResizeShadowElements(mesh->numtriangles);
- maxverts = max(maxverts, mesh->numverts * 2);
+ shadowmeshes++;
+ shadowtris += mesh->numtriangles;
}
+ }
- if (maxverts > 0)
+ lightmeshes = 0;
+ lighttris = 0;
+ if (rtlight->static_meshchain_light)
+ {
+ shadowmesh_t *mesh;
+ for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
{
- vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
- // now that we have the buffers big enough, construct and add
- // the shadow volume mesh
- if (rtlight->shadow)
- rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
- for (mesh = castmesh;mesh;mesh = mesh->next)
- {
- Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
- R_Shadow_PrepareShadowMark(mesh->numtriangles);
- for (i = 0;i < mesh->numtriangles;i++)
- {
- const float *v[3];
- v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3;
- v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3;
- v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3;
- if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- shadowmarklist[numshadowmark++] = i;
- }
- if (maxshadowelements < numshadowmark * 24)
- R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24);
- if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist)))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
- }
- Mem_Free(vertex3f);
- vertex3f = NULL;
+ lightmeshes++;
+ lighttris += mesh->numtriangles;
}
- // we're done with castmesh now
- Mod_ShadowMesh_Free(castmesh);
}
- rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
- rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
-
- k = 0;
- if (rtlight->static_meshchain_shadow)
- for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
- k += mesh->numtriangles;
- l = 0;
- if (rtlight->static_meshchain_light)
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- l += mesh->numtriangles;
- Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l);
+ Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
if (rtlight->static_meshchain_light)
Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
rtlight->static_meshchain_light = NULL;
- if (rtlight->static_clusterindices)
- Mem_Free(rtlight->static_clusterindices);
- rtlight->static_clusterindices = NULL;
+ if (rtlight->static_clusterlist)
+ Mem_Free(rtlight->static_clusterlist);
+ rtlight->static_clusterlist = NULL;
+ if (rtlight->static_clusterpvs)
+ Mem_Free(rtlight->static_clusterpvs);
+ rtlight->static_clusterpvs = NULL;
rtlight->static_numclusters = 0;
+ rtlight->static_numclusterpvsbytes = 0;
rtlight->compiled = false;
}
}
int shadowframecount = 0;
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs)
-{
- // rough checks
- if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume)
- {
- vec3_t relativeshadoworigin;
- Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin);
- ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius);
- }
-}
-
void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
rtexture_t *cubemaptexture;
matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+ int numclusters, numsurfaces;
+ int *clusterlist, *surfacelist;
+ qbyte *clusterpvs;
+ vec3_t cullmins, cullmaxs;
+ shadowmesh_t *mesh;
+ rmeshstate_t m;
if (d_lightstylevalue[rtlight->style] <= 0)
return;
- if (rtlight->compiled)
- {
- if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
- return;
- for (i = 0;i < rtlight->static_numclusters;i++)
- if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i]))
+ cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+ cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+ cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+ cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+ cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+ cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+ if (R_CullBox(cullmins, cullmaxs))
+ return;
+ if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+ R_RTLight_Compile(rtlight);
+ numclusters = 0;
+ clusterlist = NULL;
+ clusterpvs = NULL;
+ numsurfaces = 0;
+ surfacelist = NULL;
+ if (rtlight->compiled && r_shadow_staticworldlights.integer)
+ {
+ numclusters = rtlight->static_numclusters;
+ clusterlist = rtlight->static_clusterlist;
+ clusterpvs = rtlight->static_clusterpvs;
+ VectorCopy(rtlight->cullmins, cullmins);
+ VectorCopy(rtlight->cullmaxs, cullmaxs);
+ }
+ else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
+ {
+ R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
+ R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->numsurfaces);
+ cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ clusterlist = r_shadow_buffer_clusterlist;
+ clusterpvs = r_shadow_buffer_clusterpvs;
+ surfacelist = r_shadow_buffer_surfacelist;
+ }
+ if (numclusters)
+ {
+ for (i = 0;i < numclusters;i++)
+ if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
break;
- if (i == rtlight->static_numclusters)
+ if (i == numclusters)
return;
}
- else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+ if (R_CullBox(cullmins, cullmaxs))
return;
- if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
+ if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
return;
- if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
- R_RTLight_Compile(rtlight);
-
f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
VectorScale(rtlight->color, f, lightcolor);
/*
ent = &cl_entities[0].render;
if (r_shadow_staticworldlights.integer && rtlight->compiled)
{
+ memset(&m, 0, sizeof(m));
R_Mesh_Matrix(&ent->matrix);
- if (r_shadow_showtris.integer)
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
- shadowmesh_t *mesh;
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- GL_ColorMask(1,1,1,1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0,0.1,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ m.pointer_vertex = mesh->vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, mesh->numverts);
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- {
- qglEnable(GL_STENCIL_TEST);
- GL_ColorMask(0,0,0,0);
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
}
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ GL_LockArrays(0, 0);
}
- R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
}
else
- R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+ ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
+ }
if (r_drawentities.integer)
+ {
for (i = 0;i < r_refdef.numentities;i++)
- if (r_refdef.entities[i]->flags & RENDER_SHADOW)
- R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+ {
+ ent = r_refdef.entities[i];
+ // rough checks
+ if (r_shadow_cull.integer)
+ {
+ if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
+ continue;
+ if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs))
+ continue;
+ }
+ if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
+ continue;
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+ ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->numsurfaces, ent->model->surfacelist);
+ }
+ }
}
if (!visiblevolumes)
Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
if (r_shadow_staticworldlights.integer && rtlight->compiled)
{
- //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
- shadowmesh_t *mesh;
R_Mesh_Matrix(&ent->matrix);
- if (r_shadow_showtris.integer)
- {
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0.2,0,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- qglEnable(GL_STENCIL_TEST);
- }
for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, cubemaptexture);
- }
+ R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
}
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist);
}
if (r_drawentities.integer)
{
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
- && (ent->flags & RENDER_LIGHT))
+ if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
{
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->numsurfaces, ent->model->surfacelist);
}
}
}
if (visiblevolumes)
{
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
for (j = 0;j < 3;j++)
for (i = 0;i < 6;i++)
Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
- Con_Printf(" and was unable to find any of them.\n");
+ Con_Print(" and was unable to find any of them.\n");
}
return cubemaptexture;
}
if (radius < 15 || DotProduct(color, color) < 0.03)
{
- Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+ Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
return;
}
float origin[3], radius, color[3], angles[3], corona;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
return;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
data = cl.worldmodel->brush.entities;
vec3_t color;
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (Cmd_Argc() != 1)
{
- Con_Printf("r_editlights_spawn does not take parameters\n");
+ Con_Print("r_editlights_spawn does not take parameters\n");
return;
}
color[0] = color[1] = color[2] = 1;
char cubemapname[1024];
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
VectorCopy(r_shadow_selectedlight->origin, origin);
}
else
{
- Con_Printf("usage: r_editlights_edit [property] [value]\n");
- Con_Printf("Selected light's properties:\n");
+ Con_Print("usage: r_editlights_edit [property] [value]\n");
+ Con_Print("Selected light's properties:\n");
Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
{
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
{
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
{
if (!r_editlights.integer)
{
- Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
void R_Shadow_EditLights_Help_f(void)
{
- Con_Printf(
+ Con_Print(
"Documentation on r_editlights system:\n"
"Settings:\n"
"r_editlights : enable/disable editing mode\n"