mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
rtexturepool_t *r_shadow_texturepool;
+rtexture_t *r_shadow_attenuationgradienttexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
-cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
+cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
-float r_shadow_attenpower, r_shadow_attenscale;
+// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
+#define ATTENTABLESIZE 256
+// 1D gradient, 2D circle and 3D sphere attenuation textures
+#define ATTEN1DSIZE 32
+#define ATTEN2DSIZE 64
+#define ATTEN3DSIZE 32
+
+static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
+static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
+static float r_shadow_attentable[ATTENTABLESIZE+1];
rtlight_t *r_shadow_compilingrtlight;
dlight_t *r_shadow_worldlightchain;
{
// allocate vertex processing arrays
numcubemaps = 0;
+ r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
r_shadow_texturepool = NULL;
{
R_Shadow_UncompileWorldLights();
numcubemaps = 0;
+ r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
"r_shadow_gloss2intensity : brightness of forced gloss\n"
"r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_lightattenuationpower : used to generate attenuation texture\n"
-"r_shadow_lightattenuationscale : used to generate attenuation texture\n"
+"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
+"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
"r_shadow_lightradiusscale : scale rendering radius of all lights\n"
"r_shadow_portallight : use portal visibility for static light precomputation\n"
{
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+ Cvar_RegisterVariable(&r_shadow_usenormalmap);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_gloss2intensity);
Cvar_RegisterVariable(&r_shadow_glossintensity);
Cvar_RegisterVariable(&r_shadow_glossexponent);
- Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
- Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
+ Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
+ Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
Cvar_RegisterVariable(&r_shadow_lightradiusscale);
Cvar_RegisterVariable(&r_shadow_portallight);
}
r_refdef.stats.lights_shadowtriangles += numtriangles;
CHECKGLERROR
- R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
GL_LockArrays(0, numvertices);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- R_Mesh_Draw(0, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
- R_Mesh_Draw(0, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
GL_LockArrays(0, 0);
CHECKGLERROR
}
+static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
+{
+ float dist = sqrt(x*x+y*y+z*z);
+ float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+ return (unsigned char)bound(0, intensity * 256.0f, 255);
+}
+
static void R_Shadow_MakeTextures(void)
{
- int x, y, z, d;
- float v[3], intensity;
+ int x, y, z;
+ float intensity, dist;
unsigned char *data;
+ unsigned int palette[256];
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
- r_shadow_attenpower = r_shadow_lightattenuationpower.value;
- r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define ATTEN2DSIZE 64
-#define ATTEN3DSIZE 32
- data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+ r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
+ r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
+ // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
+ for (x = 0;x < 256;x++)
+ palette[x] = x * 0x01010101;
+ data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE));
+ // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
+ for (x = 0;x <= ATTENTABLESIZE;x++)
+ {
+ dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
+ intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+ r_shadow_attentable[x] = bound(0, intensity, 1);
+ }
+ // 1D gradient texture
+ for (x = 0;x < ATTEN1DSIZE;x++)
+ data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
+ r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+ // 2D circle texture
for (y = 0;y < ATTEN2DSIZE;y++)
- {
for (x = 0;x < ATTEN2DSIZE;x++)
- {
- v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
- v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
- v[2] = 0;
- intensity = 1.0f - sqrt(DotProduct(v, v));
- if (intensity > 0)
- intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
- d = (int)bound(0, intensity, 255);
- data[(y*ATTEN2DSIZE+x)*4+0] = d;
- data[(y*ATTEN2DSIZE+x)*4+1] = d;
- data[(y*ATTEN2DSIZE+x)*4+2] = d;
- data[(y*ATTEN2DSIZE+x)*4+3] = d;
- }
- }
- r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+ // 3D sphere texture
if (r_shadow_texture3d.integer && gl_texture3d)
{
for (z = 0;z < ATTEN3DSIZE;z++)
- {
for (y = 0;y < ATTEN3DSIZE;y++)
- {
for (x = 0;x < ATTEN3DSIZE;x++)
- {
- v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
- v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
- v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
- intensity = 1.0f - sqrt(DotProduct(v, v));
- if (intensity > 0)
- intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
- d = (int)bound(0, intensity, 255);
- data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
- data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
- data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
- data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
- }
- }
- }
- r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
}
+ else
+ r_shadow_attenuation3dtexture = NULL;
Mem_Free(data);
}
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
- || r_shadow_lightattenuationpower.value != r_shadow_attenpower
- || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
+ || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
+ || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
R_Shadow_MakeTextures();
CHECKGLERROR
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthTest(true);
{
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
}
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_DepthTest(true);
GL_DepthMask(false);
float dist, dot, distintensity, shadeintensity, v[3], n[3];
if (r_textureunits.integer >= 3)
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (VectorLength2(diffusecolor) > 0)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) < 0)
+ {
+ shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
+ }
+ else
+ VectorCopy(ambientcolor, color4f);
if (r_refdef.fogenabled)
{
float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
VectorScale(color4f, f, color4f);
}
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ VectorCopy(ambientcolor, color4f);
+ if (r_refdef.fogenabled)
+ {
+ float f;
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ VectorScale(color4f, f, color4f);
+ }
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
else if (r_textureunits.integer >= 2)
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (VectorLength2(diffusecolor) > 0)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) < 0)
+ {
+ shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+ }
+ else
+ {
+ color4f[0] = ambientcolor[0] * distintensity;
+ color4f[1] = ambientcolor[1] * distintensity;
+ color4f[2] = ambientcolor[2] * distintensity;
+ }
+ if (r_refdef.fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
else
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
color4f[0] = ambientcolor[0] * distintensity;
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
+ if (r_refdef.fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
- if (r_refdef.fogenabled)
- {
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
- VectorScale(color4f, f, color4f);
- }
+ else
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
else
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (VectorLength2(diffusecolor) > 0)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = DotProduct(v, v)) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- dist = sqrt(dist);
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+ distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) < 0)
+ {
+ shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+ }
+ else
+ {
+ color4f[0] = ambientcolor[0] * distintensity;
+ color4f[1] = ambientcolor[1] * distintensity;
+ color4f[2] = ambientcolor[2] * distintensity;
+ }
+ if (r_refdef.fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
else
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
+ distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
color4f[0] = ambientcolor[0] * distintensity;
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
+ if (r_refdef.fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
- if (r_refdef.fogenabled)
- {
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
- VectorScale(color4f, f, color4f);
- }
+ else
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
}
}
}
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// used to display how many times a surface is lit for level design purposes
GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
}
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupSurfaceShader(lightcolorbase, false);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
+ R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
}
}
-static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
{
// shared final code for all the dot3 layers
int renders;
for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
{
GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
}
}
-static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[1] = rsurface_texture->currenttexmatrix;
m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
m.texmatrix[2] = r_shadow_entitytolight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[1] = rsurface_texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[2] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[3] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
m.texmatrix[3] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_ONE, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[2] = rsurface_texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[3] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
m.texmatrix[3] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
{
float glossexponent;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB path (any Geforce, any Radeon)
- qboolean doambient = r_shadow_rtlight->ambientscale > 0;
- qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
+ qboolean doambient = ambientscale > 0;
+ qboolean dodiffuse = diffusescale > 0;
qboolean dospecular = specularscale > 0;
if (!doambient && !dodiffuse && !dospecular)
return;
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
if (dopants)
{
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
}
if (doshirt)
{
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
}
if (dospecular)
- R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
}
-void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
{
int renders;
int i;
int *newe;
const int *e;
float *c;
- int newelements[3072];
+ int newelements[4096*3];
R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
for (renders = 0;renders < 64;renders++)
{
newe[2] = e[2];
newnumtriangles++;
newe += 3;
- if (newnumtriangles >= 1024)
+ if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
{
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements);
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
newnumtriangles = 0;
newe = newelements;
stop = false;
}
if (newnumtriangles >= 1)
{
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements);
+ // if all triangles are included, use the original array to take advantage of the bufferobject if possible
+ if (newnumtriangles == numtriangles)
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+ else
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
stop = false;
}
// if we couldn't find any lit triangles, exit early
}
}
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// OpenGL 1.1 path (anything)
model_t *model = rsurface_entity->model;
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
rmeshstate_t m;
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
- VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
- VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
- VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
- VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
+ VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase);
+ VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase);
+ VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants);
+ VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants);
+ VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
+ VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- R_Mesh_ColorPointer(rsurface_array_color4f);
+ R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
if (r_textureunits.integer >= 2)
{
// voodoo2 or TNT
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
if (r_textureunits.integer >= 3)
{
// Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[2] = r_shadow_entitytoattenuationz;
m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
}
}
R_Mesh_TextureState(&m);
- R_Mesh_TexBind(0, R_GetTexture(basetexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+ //R_Mesh_TexBind(0, R_GetTexture(basetexture));
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
if (dopants)
{
R_Mesh_TexBind(0, R_GetTexture(pantstexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
R_Mesh_TexBind(0, R_GetTexture(shirttexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
}
}
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
{
+ float ambientscale, diffusescale, specularscale;
// FIXME: support MATERIALFLAG_NODEPTHTEST
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
// calculate colors to render this texture with
lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+ ambientscale = r_shadow_rtlight->ambientscale;
+ diffusescale = r_shadow_rtlight->diffusescale;
+ specularscale = r_shadow_rtlight->specularscale * rsurface_texture->specularscale;
+ if (!r_shadow_usenormalmap.integer)
+ {
+ ambientscale += 1.0f * diffusescale;
+ diffusescale = 0;
+ specularscale = 0;
+ }
+ if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
- R_Mesh_VertexPointer(mesh->vertex3f);
+ R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
GL_LockArrays(0, mesh->numverts);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
GL_LockArrays(0, 0);
}
CHECKGLERROR
GL_ScissorTest(true);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
// set up a 50% darkening blend on shadowed areas
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
// apply the blend to the shadowed areas
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
// restoring the perspective view is done by R_RenderScene
//R_SetupView(&r_view.matrix);