X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=r_shadow.c;h=392d1f499813c4fce3269bebf2598b2e006e3069;hb=56a3c771e738f95464663eff324789b647ef7481;hp=f6497c6932dec4b8d9d3888c1f246f036938d620;hpb=f166f21fa69e9f10fc92217207fa51693dc1b411;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index f6497c69..392d1f49 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -296,7 +296,7 @@ const char *builtinshader_light_vert = "void main(void)\n" "{\n" " // copy the surface texcoord\n" -" TexCoord = gl_MultiTexCoord0.st;\n" +" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" "\n" " // transform vertex position into light attenuation/cubemap space\n" " // (-1 to +1 across the light box)\n" @@ -328,7 +328,7 @@ const char *builtinshader_light_frag = "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" "\n" -"// use half floats on GEFORCEFX for math performance, otherwise don't\n" +"// use half floats if available for math performance\n" "#ifndef GEFORCEFX\n" "#define half float\n" "#define hvec2 vec2\n" @@ -1069,7 +1069,11 @@ static matrix4x4_t r_shadow_entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 static matrix4x4_t r_shadow_entitytoattenuationz; // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha -static vec3_t r_shadow_entitylightcolor; +static vec3_t r_shadow_entitylightcolorbase; +// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha +static vec3_t r_shadow_entitylightcolorpants; +// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha +static vec3_t r_shadow_entitylightcolorshirt; static int r_shadow_lightpermutation; static int r_shadow_lightprog; @@ -1403,131 +1407,111 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor) +extern float *rsurface_vertex3f; +extern float *rsurface_svector3f; +extern float *rsurface_tvector3f; +extern float *rsurface_normal3f; +extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg); + +static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) { - float *color4f = varray_color4f; - float dist, dot, intensity, v[3], n[3]; + int numverts = surface->num_vertices; + float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; + float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; + float *color4f = varray_color4f + 4 * surface->num_firstvertex; + float dist, dot, distintensity, shadeintensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = DotProduct(v, v)) < 1) { + 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) { - dist = sqrt(dist); - intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; + shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce; } else { - VectorClear(color4f); - color4f[3] = 1; + color4f[0] = ambientcolor[0] * distintensity - reduce; + color4f[1] = ambientcolor[1] * distintensity - reduce; + color4f[2] = ambientcolor[2] * distintensity - reduce; } + color4f[0] = bound(0, color4f[0], 1); + color4f[1] = bound(0, color4f[1], 1); + color4f[2] = bound(0, color4f[2], 1); } else - { VectorClear(color4f); - color4f[3] = 1; - } + color4f[3] = 1; } } -static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor) +static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) { - float *color4f = varray_color4f; - float dist, dot, intensity, v[3], n[3]; + int numverts = surface->num_vertices; + float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; + float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; + float *color4f = varray_color4f + 4 * surface->num_firstvertex; + float dist, dot, distintensity, shadeintensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1) { + distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { - intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; + shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce; } else { - VectorClear(color4f); - color4f[3] = 1; + color4f[0] = ambientcolor[0] * distintensity - reduce; + color4f[1] = ambientcolor[1] * distintensity - reduce; + color4f[2] = ambientcolor[2] * distintensity - reduce; } + color4f[0] = bound(0, color4f[0], 1); + color4f[1] = bound(0, color4f[1], 1); + color4f[2] = bound(0, color4f[2], 1); } else - { VectorClear(color4f); - color4f[3] = 1; - } + color4f[3] = 1; } } -static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor) +static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) { - float *color4f = varray_color4f; - float dot, intensity, v[3], n[3]; + int numverts = surface->num_vertices; + float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; + float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; + float *color4f = varray_color4f + 4 * surface->num_firstvertex; + float dot, shadeintensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { - intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; + shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce; + color4f[0] = bound(0, color4f[0], 1); + color4f[1] = bound(0, color4f[1], 1); + color4f[2] = bound(0, color4f[2], 1); } else - { VectorClear(color4f); - color4f[3] = 1; - } - } -} - -static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor) -{ - float *color4f = varray_color4f; - float dist, intensity, v[3]; - for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) - { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = DotProduct(v, v)) < 1) - { - dist = sqrt(dist); - intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; - } - else - { - VectorClear(color4f); - color4f[3] = 1; - } - } -} - -static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor) -{ - float *color4f = varray_color4f; - float dist, intensity, v[3]; - for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) - { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1) - { - intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; - } - else - { - VectorClear(color4f); - color4f[3] = 1; - } + color4f[3] = 1; } } @@ -1595,32 +1579,53 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale) +static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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, const vec3_t modelorg) { + // used to display how many times a surface is lit for level design purposes + int surfacelistindex; rmeshstate_t m; + qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; + if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular) + return; GL_Color(0.1, 0.025, 0, 1); memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + const msurface_t *surface = surfacelist[surfacelistindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle); + GL_LockArrays(0, 0); + } } -void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale) +static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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, const vec3_t modelorg) { - // GLSL shader path (GFFX5200, Radeon 9500) + // ARB2 GLSL shader path (GFFX5200, Radeon 9500) + int surfacelistindex; + qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; // TODO: add direct pants/shirt rendering - if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0); - if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, texcoord2f); - R_Mesh_TexCoordPointer(1, 3, svector3f); - R_Mesh_TexCoordPointer(2, 3, tvector3f); - R_Mesh_TexCoordPointer(3, 3, normal3f); - R_Mesh_TexBind(0, R_GetTexture(bumptexture)); + if (doambientpants || dodiffusepants) + R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (doambientshirt || dodiffuseshirt) + R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (!doambientbase && !dodiffusebase && !dospecular) + return; + R_Mesh_TexMatrix(0, &texture->currenttexmatrix); + R_Mesh_TexBind(0, R_GetTexture(normalmaptexture)); R_Mesh_TexBind(1, R_GetTexture(basetexture)); R_Mesh_TexBind(2, R_GetTexture(glosstexture)); if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR) @@ -1628,845 +1633,887 @@ void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int nu qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR } qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - GL_LockArrays(0, 0); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + const msurface_t *surface = surfacelist[surfacelistindex]; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); + R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); + R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + GL_LockArrays(0, 0); + } } -void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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, const vec3_t modelorg) { + // ARB path (any Geforce, any Radeon) + int surfacelistindex; int renders; float color2[3], colorscale; rmeshstate_t m; + qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; // TODO: add direct pants/shirt rendering - if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0); - if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0); - if (r_shadow_rtlight->ambientscale) + if (doambientpants || dodiffusepants) + R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (doambientshirt || dodiffuseshirt) + R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (!doambientbase && !dodiffusebase && !dospecular) + return; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - GL_Color(1,1,1,1); - colorscale = r_shadow_rtlight->ambientscale; - // colorscale accounts for how much we multiply the brightness - // during combine. - // - // mult is how many times the final pass of the lighting will be - // performed to get more brightness than otherwise possible. - // - // Limit mult to 64 for sanity sake. - if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4) + const msurface_t *surface = surfacelist[surfacelistindex]; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (!rsurface_svector3f) { - // 3 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = texcoord2f; - m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); -#endif - GL_BlendFunc(GL_ONE, GL_ONE); + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); } - else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2) + if (doambientbase) { - // 2 3D combine path (Geforce3, original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = texcoord2f; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube) - { - // 4 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + GL_Color(1,1,1,1); + colorscale = r_shadow_rtlight->ambientscale; + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4) + { + // 3 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.tex[1] = R_GetTexture(basetexture); + m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[1] = texture->currenttexmatrix; + m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.texmatrix[2] = r_shadow_entitytolight; #else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + m.pointer_texcoord3f[2] = varray_texcoord3f[2]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif - m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = texcoord2f; - if (r_shadow_lightcubemap != r_texture_whitecube) + GL_BlendFunc(GL_ONE, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2) { - m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); + // 2 3D combine path (Geforce3, original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[3] = vertex3f; - m.texmatrix[3] = r_shadow_entitytolight; + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else - m.pointer_texcoord3f[3] = varray_texcoord3f[3]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif + m.tex[1] = R_GetTexture(basetexture); + m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[1] = texture->currenttexmatrix; + GL_BlendFunc(GL_ONE, GL_ONE); } - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube) - { - // 3 2D combine path (Geforce3, original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); -#endif - m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = texcoord2f; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_shadow_lightcubemap != r_texture_whitecube) + else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); + // 4 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - // this final code is shared - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(firstvertex, numvertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - } - GL_LockArrays(0, 0); - } - if (r_shadow_rtlight->diffusescale) - { - GL_Color(1,1,1,1); - colorscale = r_shadow_rtlight->diffusescale; - // colorscale accounts for how much we multiply the brightness - // during combine. - // - // mult is how many times the final pass of the lighting will be - // performed to get more brightness than otherwise possible. - // - // Limit mult to 64 for sanity sake. - if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) - { - // 3/2 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); - m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; #else - m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); + m.tex[2] = R_GetTexture(basetexture); + m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[2] = texture->currenttexmatrix; + if (r_shadow_lightcubemap != r_texture_whitecube) + { + m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.pointer_texcoord3f[3] = rsurface_vertex3f; + m.texmatrix[3] = r_shadow_entitytolight; #else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + m.pointer_texcoord3f[3] = varray_texcoord3f[3]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif + } + GL_BlendFunc(GL_ONE, GL_ONE); } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube) - { - // 1/2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_shadow_lightcubemap != r_texture_whitecube) + else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); + // 3 2D combine path (Geforce3, original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube) - { - // 2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; #else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_textureunits.integer >= 4) - { - // 4/2 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); + m.tex[2] = R_GetTexture(basetexture); + m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[2] = texture->currenttexmatrix; + GL_BlendFunc(GL_ONE, GL_ONE); + } + else + { + // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif - m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[3] = vertex3f; - m.texmatrix[3] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; #else - m.pointer_texcoord[3] = varray_texcoord2f[3]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_lightcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; #else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); + // this final code is shared R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_shadow_lightcubemap != r_texture_whitecube) + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); -#endif + GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + GL_LockArrays(0, 0); } - // this final code is shared - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(firstvertex, numvertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + if (dodiffusebase) { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - } - GL_LockArrays(0, 0); - } - if (specularscale && glosstexture != r_texture_black) - { - // FIXME: detect blendsquare! - //if (gl_support_blendsquare) - { - colorscale = specularscale; GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + colorscale = r_shadow_rtlight->diffusescale; + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { - // 2/0/0/1/2 3D combine blendsquare path + // 3/2 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.texmatrix[2] = r_shadow_entitytoattenuationxyz; +#else + m.pointer_texcoord3f[2] = varray_texcoord3f[2]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); +#endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - GL_LockArrays(firstvertex, numvertices); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - GL_LockArrays(0, 0); - + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_lightcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); +#endif + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube) + { + // 1/2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube) { - // 2/0/0/2 3D combine blendsquare path + // 2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - GL_LockArrays(firstvertex, numvertices); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - GL_LockArrays(0, 0); + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - else + else if (r_textureunits.integer >= 4) { - // 2/0/0/2/2 2D combine blendsquare path + // 4/2 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.texmatrix[2] = r_shadow_entitytoattenuationxyz; +#else + m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); +#endif + m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[3] = rsurface_vertex3f; + m.texmatrix[3] = r_shadow_entitytoattenuationz; +#else + m.pointer_texcoord[3] = varray_texcoord2f[3]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); +#endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - GL_LockArrays(firstvertex, numvertices); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - GL_LockArrays(0, 0); - + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_lightcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); +#endif + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else + { + // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } + // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(firstvertex, numvertices); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } + if (dospecular) + { + // FIXME: detect blendsquare! + //if (gl_support_blendsquare) + { + colorscale = specularscale; + GL_Color(1,1,1,1); + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/1/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; +#else + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); +#endif + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_lightcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); +#endif + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); +#endif + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else + { + // 2/0/0/2/2 2D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; +#else + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); +#endif + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_lightcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); +#endif + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + R_Mesh_State(&m); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + } + GL_LockArrays(0, 0); + } + } } } -void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale) +static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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, const vec3_t modelorg) { + int surfacelistindex; int renders; - float color[3], color2[3]; + float ambientcolor2[3], diffusecolor2[3]; rmeshstate_t m; + qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; // TODO: add direct pants/shirt rendering - if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0); - if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0); - if (r_shadow_rtlight->ambientscale) + if (doambientpants || dodiffusepants) + R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (doambientshirt || dodiffuseshirt) + R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (!doambientbase && !dodiffusebase) + return; + VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2); + VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2); + GL_BlendFunc(GL_ONE, GL_ONE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + if (r_textureunits.integer >= 2) { - GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_textureunits.integer >= 2) - { - // voodoo2 - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + // voodoo2 + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif - if (r_textureunits.integer >= 3) - { - // Geforce3/Radeon class but not using dot3 - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); + if (r_textureunits.integer >= 3) + { + // Geforce3/Radeon class but not using dot3 + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationz; + m.texmatrix[2] = r_shadow_entitytoattenuationz; #else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif - } - } - if (r_textureunits.integer >= 3) - m.pointer_color = NULL; - else - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - 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); - if (r_textureunits.integer >= 3) - GL_Color(color[0], color[1], color[2], 1); - else if (r_textureunits.integer >= 2) - R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color); - else - R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; } } - if (r_shadow_rtlight->diffusescale) + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; + const msurface_t *surface = surfacelist[surfacelistindex]; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + // OpenGL 1.1 path (anything) + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_TexMatrix(0, &texture->currenttexmatrix); if (r_textureunits.integer >= 2) { - // voodoo2 - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + // voodoo2 or TNT #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f); #else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif if (r_textureunits.integer >= 3) { - // Geforce3/Radeon class but not using dot3 - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); + // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationz; + R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f); #else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif } } - R_Mesh_State(&m); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++) { - 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 >= 3) - R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color); + R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders); else if (r_textureunits.integer >= 2) - R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color); + R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders); else - R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; } } } -void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale) +void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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, const vec3_t modelorg) { // FIXME: support MATERIALFLAG_NODEPTHTEST switch (r_shadowstage) { case R_SHADOWSTAGE_VISIBLELIGHTING: - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale); + R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); break; case R_SHADOWSTAGE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale); + R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); break; case R_SHADOWSTAGE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); break; case R_SHADOWSTAGE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale); + R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage); @@ -2670,12 +2717,18 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num } } -void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist) +void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist) { // set up properties for rendering light onto this entity - r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha; - r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha; - r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha; + r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; + r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; + r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; + r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha; + r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha; + r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha; + r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha; + r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha; + r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha; Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); @@ -2693,9 +2746,9 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l } } if (ent == r_refdef.worldentity) - ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist); + ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist); else - ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist); + ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist); } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)