+/*
+Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
+An extrusion of the lit faces, beginning at the original geometry and ending
+further from the light source than the original geometry (presumably at least
+as far as the light's radius, if the light has a radius at all), capped at
+both front and back to avoid any problems (extrusion from dark faces also
+works but has a different set of problems)
+
+This is rendered using Carmack's Reverse technique, in which backfaces behind
+zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
+decrement the stencil, the result is a stencil value of zero where shadows
+did not intersect the visible geometry, suitable as a stencil mask for
+rendering lighting everywhere but shadow.
+
+In our case we use a biased stencil clear of 128 to avoid requiring the
+stencil wrap extension (but probably should support it).
+
+
+
+Terminology: Stencil Light Volume (sometimes called Light Volumes)
+Similar to a Stencil Shadow Volume, but inverted; rather than containing the
+areas in shadow it contanis the areas in light, this can only be built
+quickly for certain limited cases (such as portal visibility from a point),
+but is quite useful for some effects (sunlight coming from sky polygons is
+one possible example, translucent occluders is another example).
+
+
+
+Terminology: Optimized Stencil Shadow Volume
+A Stencil Shadow Volume that has been processed sufficiently to ensure it has
+no duplicate coverage of areas (no need to shadow an area twice), often this
+greatly improves performance but is an operation too costly to use on moving
+lights (however completely optimal Stencil Light Volumes can be constructed
+in some ideal cases).
+
+
+
+Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
+Per pixel evaluation of lighting equations, at a bare minimum this involves
+DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
+vector and surface normal, using a texture of the surface bumps, called a
+NormalMap) if supported by hardware; in our case there is support for cards
+which are incapable of DOT3, the quality is quite poor however. Additionally
+it is desirable to have specular evaluation per pixel, per vertex
+normalization of specular halfangle vectors causes noticable distortion but
+is unavoidable on hardware without GL_ARB_fragment_program.
+
+
+
+Terminology: Normalization CubeMap
+A cubemap containing normalized dot3-encoded (vectors of length 1 or less
+encoded as RGB colors) for any possible direction, this technique allows per
+pixel calculation of incidence vector for per pixel lighting purposes, which
+would not otherwise be possible per pixel without GL_ARB_fragment_program.
+
+
+
+Terminology: 2D Attenuation Texturing
+A very crude approximation of light attenuation with distance which results
+in cylindrical light shapes which fade vertically as a streak (some games
+such as Doom3 allow this to be rotated to be less noticable in specific
+cases), the technique is simply modulating lighting by two 2D textures (which
+can be the same) on different axes of projection (XY and Z, typically), this
+is the best technique available without 3D Attenuation Texturing or
+GL_ARB_fragment_program technology.
+
+
+
+Terminology: 3D Attenuation Texturing
+A slightly crude approximation of light attenuation with distance, its flaws
+are limited radius and resolution (performance tradeoffs).
+
+
+
+Terminology: 3D Attenuation-Normalization Texturing
+A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
+vectors shorter the lighting becomes darker, a very effective optimization of
+diffuse lighting if 3D Attenuation Textures are already used.
+
+
+
+Terminology: Light Cubemap Filtering
+A technique for modeling non-uniform light distribution according to
+direction, for example projecting a stained glass window image onto a wall,
+this is done by texturing the lighting with a cubemap.
+
+
+
+Terminology: Light Projection Filtering
+A technique for modeling shadowing of light passing through translucent
+surfaces, allowing stained glass windows and other effects to be done more
+elegantly than possible with Light Cubemap Filtering by applying an occluder
+texture to the lighting combined with a stencil light volume to limit the lit
+area (this allows evaluating multiple translucent occluders in a scene).
+
+
+
+Terminology: Doom3 Lighting
+A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
+CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
+the (currently upcoming) game Doom3.
+*/
+
#include "quakedef.h"
#include "r_shadow.h"
#include "cl_collision.h"
int maxvertexupdate;
int *vertexupdate;
+int *vertexremap;
int vertexupdatenum;
rtexturepool_t *r_shadow_texturepool;
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
int c_rt_lights, c_rt_clears, c_rt_scissored;
int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
shadowelements = NULL;
maxvertexupdate = 0;
vertexupdate = NULL;
+ vertexremap = NULL;
vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
shadowelements = NULL;
maxvertexupdate = 0;
vertexupdate = NULL;
+ vertexremap = NULL;
vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
R_Shadow_EditLights_Init();
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
-{
- int i, tris = 0;
- const float *v0, *v1, *v2;
- for (i = 0;i < numtris;i++, elements += 3)
- {
- // calculate triangle facing flag
- v0 = vertex + elements[0] * 3;
- v1 = vertex + elements[1] * 3;
- v2 = vertex + elements[2] * 3;
- if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2))
- {
- facing[i] = true;
- list[tris++] = i;
- }
- else
- facing[i] = false;
- }
- return tris;
-}
-
-int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance)
-{
- int i, j, tris, vertexpointeradjust = numverts * 3;
- const int *e, *n;
- float *vin, *vout;
-
- if (maxvertexupdate < numverts)
- {
- maxvertexupdate = numverts;
- if (vertexupdate)
- Mem_Free(vertexupdate);
- vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
- }
- vertexupdatenum++;
-
- // check each frontface for bordering backfaces,
- // and cast shadow polygons from those edges,
- // also create front and back caps for shadow volume
- tris = numfacing * 2;
- // output front caps
- for (i = 0;i < numfacing;i++)
- {
- e = elements + facinglist[i] * 3;
- out[0] = e[0];
- out[1] = e[1];
- out[2] = e[2];
- out += 3;
- }
- // output back caps
- for (i = 0;i < numfacing;i++)
- {
- e = elements + facinglist[i] * 3;
- // generate vertices if needed
- for (j = 0;j < 3;j++)
- {
- if (vertexupdate[e[j]] != vertexupdatenum)
- {
- vertexupdate[e[j]] = vertexupdatenum;
- vin = vertices + e[j] * 3;
- vout = vin + vertexpointeradjust;
- vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]);
- vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]);
- vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]);
- }
- }
- out[0] = e[2] + numverts;
- out[1] = e[1] + numverts;
- out[2] = e[0] + numverts;
- out += 3;
- }
- // output sides around frontfaces
- for (i = 0;i < numfacing;i++)
- {
- n = neighbors + facinglist[i] * 3;
- // check the edges
- if (n[0] < 0 || !facing[n[0]])
- {
- e = elements + facinglist[i] * 3;
- out[0] = e[1];
- out[1] = e[0];
- out[2] = e[0] + numverts;
- out[3] = e[1];
- out[4] = e[0] + numverts;
- out[5] = e[1] + numverts;
- out += 6;
- tris += 2;
- }
- if (n[1] < 0 || !facing[n[1]])
- {
- e = elements + facinglist[i] * 3;
- out[0] = e[2];
- out[1] = e[1];
- out[2] = e[1] + numverts;
- out[3] = e[2];
- out[4] = e[1] + numverts;
- out[5] = e[2] + numverts;
- out += 6;
- tris += 2;
- }
- if (n[2] < 0 || !facing[n[2]])
- {
- e = elements + facinglist[i] * 3;
- out[0] = e[0];
- out[1] = e[2];
- out[2] = e[2] + numverts;
- out[3] = e[0];
- out[4] = e[2] + numverts;
- out[5] = e[0] + numverts;
- out += 6;
- tris += 2;
- }
- }
- return tris;
-}
-
void R_Shadow_ResizeTriangleFacingLight(int numtris)
{
// make sure trianglefacinglight is big enough for this volume
return shadowelements;
}
-void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+{
+ int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
+ const float *v[3];
+ const int *e, *n, *te;
+ float f, temp[3];
+
+ // make sure trianglefacinglight is big enough for this volume
+ if (maxtrianglefacinglight < trianglerange_end)
+ R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
+
+ if (maxvertexupdate < innumvertices)
+ {
+ maxvertexupdate = innumvertices;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
+ if (vertexremap)
+ Mem_Free(vertexremap);
+ vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ }
+ vertexupdatenum++;
+
+ if (r_shadow_singlepassvolumegeneration.integer)
+ {
+ // one pass approach (identify lit/dark faces and generate sides while doing so)
+ for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
+ {
+ // calculate triangle facing flag
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ {
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorCopy(v[j], outvertex3f);
+ VectorSubtract(v[j], relativelightorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+ // output the front and back triangles
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[2];
+ outelement3i[3] = vr[2] + 1;
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ // output the sides (facing outward from this triangle)
+ t = n[0];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0];
+ outelement3i[2] = vr[0] + 1;
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[1];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[1] + 1;
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[2];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2];
+ outelement3i[2] = vr[2] + 1;
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ else
+ {
+ // this triangle is not facing the light
+ // output the sides (facing inward to this triangle)
+ t = n[0];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0] + 1;
+ outelement3i[2] = vr[0];
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[1];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1] + 1;
+ outelement3i[2] = vr[1];
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[2];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2] + 1;
+ outelement3i[2] = vr[2];
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ }
+ }
+ else
+ {
+ // two pass approach (identify lit/dark faces and then generate sides)
+ for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+ {
+ // calculate triangle facing flag
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ {
+ trianglefacinglightlist[numfacing++] = i;
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorSubtract(v[j], relativelightorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorCopy(v[j], outvertex3f);
+ VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+ // output the front and back triangles
+ outelement3i[3] = vertexremap[e[0]];
+ outelement3i[4] = vertexremap[e[1]];
+ outelement3i[5] = vertexremap[e[2]];
+ outelement3i[0] = vertexremap[e[2]] + 1;
+ outelement3i[1] = vertexremap[e[1]] + 1;
+ outelement3i[2] = vertexremap[e[0]] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ for (i = 0;i < numfacing;i++)
+ {
+ t = trianglefacinglightlist[i];
+ e = inelement3i + t * 3;
+ n = inneighbor3i + t * 3;
+ // output the sides (facing outward from this triangle)
+ t = n[0];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0];
+ outelement3i[2] = vr[0] + 1;
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[1];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[1] + 1;
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[2];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2];
+ outelement3i[2] = vr[2] + 1;
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ }
+ if (outnumvertices)
+ *outnumvertices = outvertices;
+ return tris;
+}
+
+float varray_vertex3f2[65536*3];
+
+void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
{
- int tris;
+ int tris, outverts;
if (projectdistance < 0.1)
{
Con_Printf("R_Shadow_Volume: projectdistance %f\n");
}
if (!numverts)
return;
-// terminology:
-//
-// frontface:
-// a triangle facing the light source
-//
-// backface:
-// a triangle not facing the light source
-//
-// shadow volume:
-// an extrusion of the frontfaces, beginning at the original geometry and
-// ending further from the light source than the original geometry
-// (presumably at least as far as the light's radius, if the light has a
-// radius at all), capped at both front and back to avoid any problems
-//
-// description:
-// draws the shadow volumes of the model.
-// requirements:
-// vertex locations must already be in varray_vertex3f before use.
-// varray_vertex3f must have capacity for numverts * 2.
-
- // make sure trianglefacinglight is big enough for this volume
- if (maxtrianglefacinglight < numtris)
- R_Shadow_ResizeTriangleFacingLight(numtris);
// make sure shadowelements is big enough for this volume
if (maxshadowelements < numtris * 24)
R_Shadow_ResizeShadowElements(numtris);
- // check which triangles are facing the light
- tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
- if (!tris)
- return;
-
- // by clever use of elements we can construct the whole shadow from
- // the unprojected vertices and the projected vertices
-
- // output triangle elements and vertices
- tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance);
- if (!tris)
- return;
-
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ // check which triangles are facing the light, and then output
+ // triangle elements and vertices... by clever use of elements we
+ // can construct the whole shadow from the unprojected vertices and
+ // the projected vertices
+ if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, projectdistance)))
{
- // increment stencil if backface is behind depthbuffer
- //R_Mesh_EndBatch();
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw_NoBatching(numverts * 2, tris, shadowelements);
+ GL_VertexPointer(varray_vertex3f2);
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ {
+ // 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(outverts, tris, shadowelements);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtris;
+ // 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(outverts, tris, shadowelements);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtris;
- // decrement stencil if frontface is behind depthbuffer
- //R_Mesh_EndBatch();
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
- R_Mesh_Draw_NoBatching(numverts * 2, tris, shadowelements);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtris;
}
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
{
shadowmesh_t *mesh;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
// increment stencil if backface is behind depthbuffer
- //R_Mesh_EndBatch();
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_Draw_NoBatching(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
}
// decrement stencil if frontface is behind depthbuffer
- //R_Mesh_EndBatch();
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_Draw_NoBatching(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
}
|| r_shadow_lightattenuationscale.value != r_shadow_attenscale)
R_Shadow_MakeTextures();
- R_Mesh_EndBatch();
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
GL_Color(0, 0, 0, 1);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
qglDisable(GL_SCISSOR_TEST);
r_shadowstage = SHADOWSTAGE_NONE;
void R_Shadow_Stage_ShadowVolumes(void)
{
rmeshstate_t m;
- //R_Mesh_EndBatch();
+
memset(&m, 0, sizeof(m));
- R_Mesh_TextureState(&m);
+ R_Mesh_State_Texture(&m);
+
GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+
+ if (r_shadow_polygonoffset.value != 0)
+ {
+ qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
+ }
+ else
+ qglDisable(GL_POLYGON_OFFSET_FILL);
qglColorMask(0, 0, 0, 0);
- qglDisable(GL_BLEND);
- qglDepthMask(0);
qglDepthFunc(GL_LESS);
qglEnable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
r_shadowstage = SHADOWSTAGE_STENCIL;
+
qglClear(GL_STENCIL_BUFFER_BIT);
c_rt_clears++;
// LordHavoc note: many shadow volumes reside entirely inside the world
void R_Shadow_Stage_LightWithoutShadows(void)
{
rmeshstate_t m;
- //R_Mesh_EndBatch();
+
memset(&m, 0, sizeof(m));
- R_Mesh_TextureState(&m);
- qglActiveTexture(GL_TEXTURE0_ARB);
+ R_Mesh_State_Texture(&m);
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_ONE, GL_ONE);
GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ //GL_DepthTest(false);
+
qglColorMask(1, 1, 1, 1);
- qglDepthMask(0);
- qglDepthFunc(GL_EQUAL);
+ qglDepthFunc(GL_LEQUAL);
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_EQUAL, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
+
r_shadowstage = SHADOWSTAGE_LIGHT;
c_rt_lights++;
}
void R_Shadow_Stage_LightWithShadows(void)
{
rmeshstate_t m;
- //R_Mesh_EndBatch();
+
memset(&m, 0, sizeof(m));
- R_Mesh_TextureState(&m);
- qglActiveTexture(GL_TEXTURE0_ARB);
+ R_Mesh_State_Texture(&m);
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_ONE, GL_ONE);
GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ //GL_DepthTest(false);
+
qglColorMask(1, 1, 1, 1);
- qglDepthMask(0);
- qglDepthFunc(GL_EQUAL);
+ qglDepthFunc(GL_LEQUAL);
qglEnable(GL_STENCIL_TEST);
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);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
+
r_shadowstage = SHADOWSTAGE_LIGHT;
c_rt_lights++;
}
void R_Shadow_Stage_End(void)
{
rmeshstate_t m;
- //R_Mesh_EndBatch();
- // attempt to restore state to what Mesh_State thinks it is
- qglDisable(GL_BLEND);
- qglBlendFunc(GL_ONE, GL_ZERO);
- qglDepthMask(1);
- // now restore the rest of the state to normal
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
qglColorMask(1, 1, 1, 1);
qglDisable(GL_SCISSOR_TEST);
qglDepthFunc(GL_LEQUAL);
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
- // force mesh state to reset by using various combinations of features
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- R_Mesh_State(&m);
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- R_Mesh_State(&m);
+
r_shadowstage = SHADOWSTAGE_NONE;
}
&& r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
&& r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
{
- //R_Mesh_EndBatch();
qglDisable(GL_SCISSOR_TEST);
return false;
}
VectorSubtract(r_origin, origin, v);
if (DotProduct(v, v) < radius * radius)
{
- //R_Mesh_EndBatch();
qglDisable(GL_SCISSOR_TEST);
return false;
}
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
- //R_Mesh_EndBatch();
qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
qglEnable(GL_SCISSOR_TEST);
c_rt_scissored++;
// (?!? seems like a driver bug) so abort if gl_stencil is false
if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
{
- //R_Mesh_EndBatch();
qglDisable(GL_SCISSOR_TEST);
return false;
}
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
- //R_Mesh_EndBatch();
qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
qglEnable(GL_SCISSOR_TEST);
c_rt_scissored++;
int renders;
float color[3], color2[3];
rmeshstate_t m;
- memset(&m, 0, sizeof(m));
+ GL_VertexPointer(vertex3f);
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
if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
- //R_Mesh_EndBatch();
+ 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;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ m.pointer_texcoord[2] = varray_texcoord3f[2];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.tex[1] = 0;
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.tex3d[2] = 0;
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
{
// 1/2/2 3D combine path (original Radeon)
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = varray_texcoord3f[0];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
- m.tex3d[0] = 0;
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- qglEnable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
{
// 2/2 3D combine path (original Radeon)
- //R_Mesh_EndBatch();
+ 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;
- R_Mesh_TextureState(&m);
- GL_Color(1,1,1,1);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.texcubemap[1] = 0;
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
- R_Mesh_GetSpace(numverts);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
VectorScale(lightcolor, r_colorscale * 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[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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else if (r_textureunits.integer >= 4)
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
- //R_Mesh_EndBatch();
+ 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);
- R_Mesh_TextureState(&m);
+ 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);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- m.tex[2] = 0;
- m.tex[3] = 0;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else
{
// 2/2/2 2D combine path (any dot3 card)
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
- m.tex[1] = 0;
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- qglEnable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
}
else
{
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ VectorScale(lightcolor, r_colorscale * 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
- //R_Mesh_EndBatch();
-#if 1
- m.tex[0] = R_GetTexture(basetexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
-#else
- m.tex[0] = R_GetTexture(basetexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- R_Mesh_State(&m);
-#endif
- VectorScale(lightcolor, r_colorscale * 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_UseColorArray();
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
}
- else
+ 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]--)
{
- // voodoo1
- //R_Mesh_EndBatch();
-#if 1
- m.tex[0] = R_GetTexture(basetexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
-#else
- m.tex[0] = R_GetTexture(basetexture);
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- R_Mesh_State(&m);
-#endif
- VectorScale(lightcolor, r_colorscale * 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_UseColorArray();
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ 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_modeltofilter);
+ else
R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
}
}
}
rmeshstate_t m;
if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
return;
- memset(&m, 0, sizeof(m));
if (!bumptexture)
bumptexture = r_shadow_blankbumptexture;
if (!glosstexture)
glosstexture = r_shadow_blankglosstexture;
if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
{
+ 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
- //R_Mesh_EndBatch();
+ 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;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
// this squares the result
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
- m.tex[0] = 0;
- m.texcubemap[1] = 0;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
// square alpha in framebuffer a few times to make it shiny
- qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ 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_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
- m.tex3d[0] = 0;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
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
- //R_Mesh_EndBatch();
+ 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;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
// this squares the result
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
- m.tex[0] = 0;
- m.texcubemap[1] = 0;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
// square alpha in framebuffer a few times to make it shiny
- qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ 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_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// 2/0/0/2/2 2D combine blendsquare path
- //R_Mesh_EndBatch();
+ 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;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
// this squares the result
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
- m.tex[0] = 0;
- m.texcubemap[1] = 0;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
// square alpha in framebuffer a few times to make it shiny
- qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ 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_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
+ 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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- //R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
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_NoBatching(numverts, numtriangles, elements);
+ R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
for (j = 0;j < e->numsurfaces;j++)
if (e->surfaces[j]->castshadow == castshadowcount)
for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
// cast shadow volume from castmesh
for (mesh = castmesh;mesh;mesh = mesh->next)
{
- R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
R_Shadow_ResizeShadowElements(castmesh->numtriangles);
if (maxverts < castmesh->numverts * 2)
if (vertex3f == NULL && maxverts > 0)
vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
- // now that we have the buffers big enough, construct shadow volume mesh
- memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
- tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
- tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value);
- // add the constructed shadow volume mesh
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
+ // now that we have the buffers big enough, construct and add
+ // the shadow volume mesh
+ if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, vertex3f, tris, shadowelements);
}
if (vertex3f)
Mem_Free(vertex3f);
r_shadow_selectedlight->selected = true;
}
-
-void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
-{
- rmeshstate_t m;
- float diff[3];
-
- if (fogenabled)
- {
- VectorSubtract(origin, r_origin, diff);
- ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = texnum;
- R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
-
- GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
- R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
-}
+rtexture_t *lighttextures[5];
void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
{
- cachepic_t *pic;
- pic = Draw_CachePic("gfx/crosshair1.tga");
- if (pic)
- R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+ float scale = r_editlights_cursorgrid.value * 0.5f;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
intensity = 0.5;
if (light->selected)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
- if (light->shadowvolume)
- R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
- else
- R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+ if (!light->shadowvolume)
+ intensity *= 0.5f;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
void R_Shadow_DrawLightSprites(void)
{
- int i, texnums[5];
+ int i;
cachepic_t *pic;
worldlight_t *light;
for (i = 0;i < 5;i++)
{
- pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
- if (pic)
- texnums[i] = R_GetTexture(pic->tex);
- else
- texnums[i] = 0;
+ lighttextures[i] = NULL;
+ if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+ lighttextures[i] = pic->tex;
}
for (light = r_shadow_worldlightchain;light;light = light->next)
- R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
}