X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=352dc74acbf1b45878cdf28868edf3b868734dc9;hb=92ed9a84db1d6062c8043859de795f77279a29dc;hp=a3376ad2dd718b8045bcc0b05693184bed17de29;hpb=2fe9d8457697fb9d9846e1464829bd976da30cfc;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index a3376ad2..352dc74a 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -146,6 +146,7 @@ typedef enum r_shadow_rendermode_e { R_SHADOW_RENDERMODE_NONE, R_SHADOW_RENDERMODE_STENCIL, + R_SHADOW_RENDERMODE_SEPARATESTENCIL, R_SHADOW_RENDERMODE_STENCILTWOSIDE, R_SHADOW_RENDERMODE_LIGHT_VERTEX, R_SHADOW_RENDERMODE_LIGHT_DOT3, @@ -184,6 +185,18 @@ int r_shadow_buffer_numsurfacepvsbytes; unsigned char *r_shadow_buffer_surfacepvs; int *r_shadow_buffer_surfacelist; +int r_shadow_buffer_numshadowtrispvsbytes; +unsigned char *r_shadow_buffer_shadowtrispvs; +int r_shadow_buffer_numlighttrispvsbytes; +unsigned char *r_shadow_buffer_lighttrispvs; + +// current light's cull box (copied out of an rtlight or calculated by GetLightInfo) +vec3_t r_shadow_rtlight_cullmins; +vec3_t r_shadow_rtlight_cullmaxs; +// current light's culling planes +int r_shadow_rtlight_numfrustumplanes; +mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes + rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; @@ -198,26 +211,34 @@ cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; -cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; +cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; +cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"}; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; +cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"}; +cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; -cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"}; +cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; +cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"}; cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"}; +cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; +cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"}; cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"}; +cvar_t gl_ext_separatestencil = {0, "gl_ext_separatetencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"}; cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; @@ -256,7 +277,6 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); void R_Shadow_EditLights_Reload_f(void); void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); -void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); void r_shadow_start(void) { @@ -287,6 +307,10 @@ void r_shadow_start(void) r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; + r_shadow_buffer_numshadowtrispvsbytes = 0; + r_shadow_buffer_shadowtrispvs = NULL; + r_shadow_buffer_numlighttrispvsbytes = 0; + r_shadow_buffer_lighttrispvs = NULL; } void r_shadow_shutdown(void) @@ -335,6 +359,12 @@ void r_shadow_shutdown(void) if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_surfacelist = NULL; + r_shadow_buffer_numshadowtrispvsbytes = 0; + if (r_shadow_buffer_shadowtrispvs) + Mem_Free(r_shadow_buffer_shadowtrispvs); + r_shadow_buffer_numlighttrispvsbytes = 0; + if (r_shadow_buffer_lighttrispvs) + Mem_Free(r_shadow_buffer_lighttrispvs); } void r_shadow_newmap(void) @@ -355,11 +385,11 @@ void R_Shadow_Help_f(void) "r_shadow_lightattenuationpower : used to generate attenuation texture\n" "r_shadow_lightattenuationscale : used to generate attenuation texture\n" "r_shadow_lightintensityscale : scale rendering brightness of all lights\n" +"r_shadow_lightradiusscale : scale rendering radius of all lights\n" "r_shadow_portallight : use portal visibility for static light precomputation\n" "r_shadow_projectdistance : shadow volume projection distance\n" "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n" "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n" -"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n" "r_shadow_realtime_world : use high quality world lighting mode\n" "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" @@ -385,13 +415,17 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); + Cvar_RegisterVariable(&r_shadow_glossexponent); Cvar_RegisterVariable(&r_shadow_lightattenuationpower); Cvar_RegisterVariable(&r_shadow_lightattenuationscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); + Cvar_RegisterVariable(&r_shadow_lightradiusscale); Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); + Cvar_RegisterVariable(&r_shadow_frontsidecasting); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling); Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling); Cvar_RegisterVariable(&r_shadow_realtime_world); Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows); @@ -399,10 +433,14 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); Cvar_RegisterVariable(&r_shadow_realtime_world_compile); Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); + Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp); + Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling); Cvar_RegisterVariable(&r_shadow_scissor); + Cvar_RegisterVariable(&r_shadow_culltriangles); Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) { @@ -431,6 +469,8 @@ void R_Shadow_Init(void) r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; + r_shadow_buffer_shadowtrispvs = NULL; + r_shadow_buffer_lighttrispvs = NULL; R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } @@ -474,10 +514,12 @@ void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles) } } -static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) +static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles) { int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255; int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; + int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255; + int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes) { if (r_shadow_buffer_leafpvs) @@ -498,6 +540,20 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes); r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); } + if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes) + { + if (r_shadow_buffer_shadowtrispvs) + Mem_Free(r_shadow_buffer_shadowtrispvs); + r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes; + r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes); + } + if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes) + { + if (r_shadow_buffer_lighttrispvs) + Mem_Free(r_shadow_buffer_lighttrispvs); + r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes; + r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes); + } } void R_Shadow_PrepareShadowMark(int numtris) @@ -524,12 +580,18 @@ void R_Shadow_PrepareShadowMark(int numtris) numshadowmark = 0; } -int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) +int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris) { int i, j; int outtriangles = 0, outvertices = 0; const int *element; const float *vertex; + float ratio, direction[3], projectvector[3]; + + if (projectdirection) + VectorScale(projectdirection, projectdistance, projectvector); + else + VectorClear(projectvector); if (maxvertexupdate < innumvertices) { @@ -553,91 +615,183 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) shadowmark[shadowmarktris[i]] = shadowmarkcount; - for (i = 0;i < numshadowmarktris;i++) + // create the vertices + if (projectdirection) { - element = inelement3i + shadowmarktris[i] * 3; - // make sure the vertices are created - for (j = 0;j < 3;j++) + for (i = 0;i < numshadowmarktris;i++) { - if (vertexupdate[element[j]] != vertexupdatenum) + element = inelement3i + shadowmarktris[i] * 3; + for (j = 0;j < 3;j++) { - float ratio, direction[3]; - vertexupdate[element[j]] = vertexupdatenum; - vertexremap[element[j]] = outvertices; - vertex = invertex3f + element[j] * 3; - // project one copy of the vertex to the sphere radius of the light - // (FIXME: would projecting it to the light box be better?) - VectorSubtract(vertex, projectorigin, direction); - ratio = projectdistance / VectorLength(direction); - VectorCopy(vertex, outvertex3f); - VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; + if (vertexupdate[element[j]] != vertexupdatenum) + { + vertexupdate[element[j]] = vertexupdatenum; + vertexremap[element[j]] = outvertices; + vertex = invertex3f + element[j] * 3; + // project one copy of the vertex according to projectvector + VectorCopy(vertex, outvertex3f); + VectorAdd(vertex, projectvector, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; + } } } } - - for (i = 0;i < numshadowmarktris;i++) + else { - int remappedelement[3]; - int markindex; - const int *neighbortriangle; - - markindex = shadowmarktris[i] * 3; - element = inelement3i + markindex; - neighbortriangle = inneighbor3i + markindex; - // output the front and back triangles - outelement3i[0] = vertexremap[element[0]]; - outelement3i[1] = vertexremap[element[1]]; - outelement3i[2] = vertexremap[element[2]]; - outelement3i[3] = vertexremap[element[2]] + 1; - outelement3i[4] = vertexremap[element[1]] + 1; - outelement3i[5] = vertexremap[element[0]] + 1; - - outelement3i += 6; - outtriangles += 2; - // output the sides (facing outward from this triangle) - if (shadowmark[neighbortriangle[0]] != shadowmarkcount) - { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[1] = vertexremap[element[1]]; - outelement3i[0] = remappedelement[1]; - outelement3i[1] = remappedelement[0]; - outelement3i[2] = remappedelement[0] + 1; - outelement3i[3] = remappedelement[1]; - outelement3i[4] = remappedelement[0] + 1; - outelement3i[5] = remappedelement[1] + 1; - - outelement3i += 6; - outtriangles += 2; + for (i = 0;i < numshadowmarktris;i++) + { + element = inelement3i + shadowmarktris[i] * 3; + for (j = 0;j < 3;j++) + { + if (vertexupdate[element[j]] != vertexupdatenum) + { + vertexupdate[element[j]] = vertexupdatenum; + vertexremap[element[j]] = outvertices; + vertex = invertex3f + element[j] * 3; + // project one copy of the vertex to the sphere radius of the light + // (FIXME: would projecting it to the light box be better?) + VectorSubtract(vertex, projectorigin, direction); + ratio = projectdistance / VectorLength(direction); + VectorCopy(vertex, outvertex3f); + VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; + } + } } - if (shadowmark[neighbortriangle[1]] != shadowmarkcount) + } + + if (r_shadow_frontsidecasting.integer) + { + for (i = 0;i < numshadowmarktris;i++) { - remappedelement[1] = vertexremap[element[1]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[2]; - outelement3i[1] = remappedelement[1]; - outelement3i[2] = remappedelement[1] + 1; - outelement3i[3] = remappedelement[2]; - outelement3i[4] = remappedelement[1] + 1; - outelement3i[5] = remappedelement[2] + 1; + int remappedelement[3]; + int markindex; + const int *neighbortriangle; + + markindex = shadowmarktris[i] * 3; + element = inelement3i + markindex; + neighbortriangle = inneighbor3i + markindex; + // output the front and back triangles + outelement3i[0] = vertexremap[element[0]]; + outelement3i[1] = vertexremap[element[1]]; + outelement3i[2] = vertexremap[element[2]]; + outelement3i[3] = vertexremap[element[2]] + 1; + outelement3i[4] = vertexremap[element[1]] + 1; + outelement3i[5] = vertexremap[element[0]] + 1; outelement3i += 6; outtriangles += 2; + // output the sides (facing outward from this triangle) + if (shadowmark[neighbortriangle[0]] != shadowmarkcount) + { + remappedelement[0] = vertexremap[element[0]]; + remappedelement[1] = vertexremap[element[1]]; + outelement3i[0] = remappedelement[1]; + outelement3i[1] = remappedelement[0]; + outelement3i[2] = remappedelement[0] + 1; + outelement3i[3] = remappedelement[1]; + outelement3i[4] = remappedelement[0] + 1; + outelement3i[5] = remappedelement[1] + 1; + + outelement3i += 6; + outtriangles += 2; + } + if (shadowmark[neighbortriangle[1]] != shadowmarkcount) + { + remappedelement[1] = vertexremap[element[1]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[2]; + outelement3i[1] = remappedelement[1]; + outelement3i[2] = remappedelement[1] + 1; + outelement3i[3] = remappedelement[2]; + outelement3i[4] = remappedelement[1] + 1; + outelement3i[5] = remappedelement[2] + 1; + + outelement3i += 6; + outtriangles += 2; + } + if (shadowmark[neighbortriangle[2]] != shadowmarkcount) + { + remappedelement[0] = vertexremap[element[0]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[0]; + outelement3i[1] = remappedelement[2]; + outelement3i[2] = remappedelement[2] + 1; + outelement3i[3] = remappedelement[0]; + outelement3i[4] = remappedelement[2] + 1; + outelement3i[5] = remappedelement[0] + 1; + + outelement3i += 6; + outtriangles += 2; + } } - if (shadowmark[neighbortriangle[2]] != shadowmarkcount) + } + else + { + for (i = 0;i < numshadowmarktris;i++) { - remappedelement[0] = vertexremap[element[0]]; - remappedelement[2] = vertexremap[element[2]]; - outelement3i[0] = remappedelement[0]; - outelement3i[1] = remappedelement[2]; - outelement3i[2] = remappedelement[2] + 1; - outelement3i[3] = remappedelement[0]; - outelement3i[4] = remappedelement[2] + 1; - outelement3i[5] = remappedelement[0] + 1; + int remappedelement[3]; + int markindex; + const int *neighbortriangle; + + markindex = shadowmarktris[i] * 3; + element = inelement3i + markindex; + neighbortriangle = inneighbor3i + markindex; + // output the front and back triangles + outelement3i[0] = vertexremap[element[2]]; + outelement3i[1] = vertexremap[element[1]]; + outelement3i[2] = vertexremap[element[0]]; + outelement3i[3] = vertexremap[element[0]] + 1; + outelement3i[4] = vertexremap[element[1]] + 1; + outelement3i[5] = vertexremap[element[2]] + 1; outelement3i += 6; outtriangles += 2; + // output the sides (facing outward from this triangle) + if (shadowmark[neighbortriangle[0]] != shadowmarkcount) + { + remappedelement[0] = vertexremap[element[0]]; + remappedelement[1] = vertexremap[element[1]]; + outelement3i[0] = remappedelement[0]; + outelement3i[1] = remappedelement[1]; + outelement3i[2] = remappedelement[1] + 1; + outelement3i[3] = remappedelement[0]; + outelement3i[4] = remappedelement[1] + 1; + outelement3i[5] = remappedelement[0] + 1; + + outelement3i += 6; + outtriangles += 2; + } + if (shadowmark[neighbortriangle[1]] != shadowmarkcount) + { + remappedelement[1] = vertexremap[element[1]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[1]; + outelement3i[1] = remappedelement[2]; + outelement3i[2] = remappedelement[2] + 1; + outelement3i[3] = remappedelement[1]; + outelement3i[4] = remappedelement[2] + 1; + outelement3i[5] = remappedelement[1] + 1; + + outelement3i += 6; + outtriangles += 2; + } + if (shadowmark[neighbortriangle[2]] != shadowmarkcount) + { + remappedelement[0] = vertexremap[element[0]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[2]; + outelement3i[1] = remappedelement[0]; + outelement3i[2] = remappedelement[0] + 1; + outelement3i[3] = remappedelement[2]; + outelement3i[4] = remappedelement[0] + 1; + outelement3i[5] = remappedelement[2] + 1; + + outelement3i += 6; + outtriangles += 2; + } } } if (outnumvertices) @@ -645,12 +799,12 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * return outtriangles; } -void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) +void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris) { int tris, outverts; if (projectdistance < 0.1) { - Con_Printf("R_Shadow_Volume: projectdistance %f\n"); + Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); return; } if (!numverts || !nummarktris) @@ -658,44 +812,66 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, // make sure shadowelements is big enough for this volume if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); - tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris); + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); r_refdef.stats.lights_dynamicshadowtriangles += tris; R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements); } -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) +void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) { int t, tend; const int *e; const float *v[3]; + float normal[3]; if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) return; tend = firsttriangle + numtris; - if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0] - && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1] - && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2]) + if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs)) { // surface box entirely inside light box, no box cull - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) - shadowmarklist[numshadowmark++] = t; + if (projectdirection) + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal); + if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)) + shadowmarklist[numshadowmark++] = t; + } + } + else + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) + shadowmarklist[numshadowmark++] = t; + } } else { // surface box not entirely inside light box, cull each triangle - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + if (projectdirection) { - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) - && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) - && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) - && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) - && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) - && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) - && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + v[0] = invertex3f + e[0] * 3; + v[1] = invertex3f + e[1] * 3; + v[2] = invertex3f + e[2] * 3; + TriangleNormal(v[0], v[1], v[2], normal); + if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + shadowmarklist[numshadowmark++] = t; + } + } + else + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + v[0] = invertex3f + e[0] * 3; + v[1] = invertex3f + e[1] * 3; + v[2] = invertex3f + e[2] * 3; + if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + shadowmarklist[numshadowmark++] = t; + } } } } @@ -715,11 +891,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces + GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, numvertices, numtriangles, element3i); // increment stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, numvertices, numtriangles, element3i); @@ -788,6 +964,8 @@ void R_Shadow_ValidateCvars(void) { if (r_shadow_texture3d.integer && !gl_texture3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); + if (gl_ext_separatestencil.integer && !gl_support_separatestencil) + Cvar_SetValueQuick(&gl_ext_separatestencil, 0); if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } @@ -820,16 +998,16 @@ void R_Shadow_RenderMode_Begin(void) R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(false); GL_DepthTest(true); + GL_DepthMask(false); GL_Color(0, 0, 0, 1); - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE);CHECKGLERROR GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; - if (gl_ext_stenciltwoside.integer) + if (gl_ext_separatestencil.integer) + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL; + else if (gl_ext_stenciltwoside.integer) r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE; else r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL; @@ -860,26 +1038,38 @@ void R_Shadow_RenderMode_Reset(void) } R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); + GL_DepthTest(true); + GL_DepthMask(false); + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_Color(1, 1, 1, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); } void R_Shadow_RenderMode_StencilShadowVolumes(void) { CHECKGLERROR R_Shadow_RenderMode_Reset(); - GL_Color(1, 1, 1, 1); GL_ColorMask(0, 0, 0, 0); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(false); - GL_DepthTest(true); qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR qglDepthFunc(GL_LESS);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR r_shadow_rendermode = r_shadow_shadowingrendermode; - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL) { - qglDisable(GL_CULL_FACE);CHECKGLERROR + GL_CullFace(GL_NONE); + qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces + qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces + } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) + { + GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces qglStencilMask(~0);CHECKGLERROR @@ -888,13 +1078,6 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void) qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } - else - { - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR - // this is changed by every shadow render so its value here is unimportant - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - } GL_Clear(GL_STENCIL_BUFFER_BIT); r_refdef.stats.lights_clears++; } @@ -904,35 +1087,17 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); - if (transparent) - { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - } - else + if (!transparent) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE);CHECKGLERROR if (stenciltest) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR + // only draw light where this geometry was already rendered AND the + // stencil is 128 (values other than this mean shadow) + qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR } - else - { - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - } - qglStencilMask(~0);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - // only draw light where this geometry was already rendered AND the - // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR r_shadow_rendermode = r_shadow_lightingrendermode; // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) @@ -959,15 +1124,10 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void) CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(!r_showdisabledepthtest.integer); - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + GL_DepthTest(r_showshadowvolumes.integer < 2); GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); - qglDepthFunc(GL_GEQUAL);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR // this culls back - qglDisable(GL_CULL_FACE);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR + GL_CullFace(GL_NONE); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; } @@ -976,28 +1136,16 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(!r_showdisabledepthtest.integer); - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + GL_DepthTest(r_showlighting.integer < 2); GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); - if (transparent) - { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - } - else + if (!transparent) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - qglCullFace(GL_FRONT);CHECKGLERROR // this culls back - qglEnable(GL_CULL_FACE);CHECKGLERROR if (stenciltest) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR - } - else - { - qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR } r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } @@ -1007,25 +1155,8 @@ void R_Shadow_RenderMode_End(void) CHECKGLERROR R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); - GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); - GL_DepthTest(true); - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - if (gl_support_stenciltwoside) - { - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR - } - qglStencilMask(~0);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } @@ -1120,12 +1251,11 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor) +static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor) { - int numverts = surface->num_vertices; - float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; - float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; - float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex; + float *vertex3f = rsurface_vertex3f + 3 * firstvertex; + float *normal3f = rsurface_normal3f + 3 * firstvertex; + float *color4f = rsurface_array_color4f + 4 * firstvertex; float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { @@ -1221,73 +1351,60 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ // TODO: use glTexGen instead of feeding vertices to texcoordpointer? -static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist) +static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i) { - int surfacelistindex; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - const msurface_t *surface = surfacelist[surfacelistindex]; - int i; - float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex; - const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; - const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex; - const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex; - const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; - float lightdir[3]; - for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) - { - VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir); - // the cubemap normalizes this for us - out3f[0] = DotProduct(svector3f, lightdir); - out3f[1] = DotProduct(tvector3f, lightdir); - out3f[2] = DotProduct(normal3f, lightdir); - } + int i; + float *out3f = rsurface_array_texcoord3f + 3 * firstvertex; + const float *vertex3f = rsurface_vertex3f + 3 * firstvertex; + const float *svector3f = rsurface_svector3f + 3 * firstvertex; + const float *tvector3f = rsurface_tvector3f + 3 * firstvertex; + const float *normal3f = rsurface_normal3f + 3 * firstvertex; + float lightdir[3]; + for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + { + VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir); + // the cubemap normalizes this for us + out3f[0] = DotProduct(svector3f, lightdir); + out3f[1] = DotProduct(tvector3f, lightdir); + out3f[2] = DotProduct(normal3f, lightdir); } } -static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist) +static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i) { - int surfacelistindex; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - const msurface_t *surface = surfacelist[surfacelistindex]; - int i; - float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex; - const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; - const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex; - const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex; - const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; - float lightdir[3], eyedir[3], halfdir[3]; - for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) - { - VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir); - VectorNormalize(lightdir); - VectorSubtract(rsurface_modelorg, vertex3f, eyedir); - VectorNormalize(eyedir); - VectorAdd(lightdir, eyedir, halfdir); - // the cubemap normalizes this for us - out3f[0] = DotProduct(svector3f, halfdir); - out3f[1] = DotProduct(tvector3f, halfdir); - out3f[2] = DotProduct(normal3f, halfdir); - } + int i; + float *out3f = rsurface_array_texcoord3f + 3 * firstvertex; + const float *vertex3f = rsurface_vertex3f + 3 * firstvertex; + const float *svector3f = rsurface_svector3f + 3 * firstvertex; + const float *tvector3f = rsurface_tvector3f + 3 * firstvertex; + const float *normal3f = rsurface_normal3f + 3 * firstvertex; + float lightdir[3], eyedir[3], halfdir[3]; + for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + { + VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir); + VectorNormalize(lightdir); + VectorSubtract(rsurface_modelorg, vertex3f, eyedir); + VectorNormalize(eyedir); + VectorAdd(lightdir, eyedir, halfdir); + // the cubemap normalizes this for us + out3f[0] = DotProduct(svector3f, halfdir); + out3f[1] = DotProduct(tvector3f, halfdir); + out3f[2] = DotProduct(normal3f, halfdir); } } -static void R_Shadow_RenderSurfacesLighting_VisibleLighting(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, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); - RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); } -static void R_Shadow_RenderSurfacesLighting_Light_GLSL(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, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_SetupSurfaceShader(lightcolorbase, false); R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); @@ -1297,15 +1414,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR } } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b) +static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b) { // shared final code for all the dot3 layers int renders; @@ -1313,12 +1429,11 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) { GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); } } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) { rmeshstate_t m; // colorscale accounts for how much we multiply the brightness @@ -1405,8 +1520,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second pass memset(&m, 0, sizeof(m)); @@ -1423,10 +1537,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) { rmeshstate_t m; // colorscale accounts for how much we multiply the brightness @@ -1438,7 +1552,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac // Limit mult to 64 for sanity sake. GL_Color(1,1,1,1); // generate normalization cubemap texcoords - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i); if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { // 3/2 3D combine path (Geforce3, Radeon 8500) @@ -1456,8 +1570,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second pass memset(&m, 0, sizeof(m)); @@ -1482,8 +1595,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second pass memset(&m, 0, sizeof(m)); @@ -1496,8 +1608,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second pass memset(&m, 0, sizeof(m)); @@ -1526,8 +1637,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second pass memset(&m, 0, sizeof(m)); @@ -1559,8 +1669,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second pass memset(&m, 0, sizeof(m)); @@ -1588,8 +1697,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second pass memset(&m, 0, sizeof(m)); @@ -1602,8 +1710,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second pass memset(&m, 0, sizeof(m)); @@ -1620,18 +1727,19 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) { + float glossexponent; rmeshstate_t m; // FIXME: detect blendsquare! //if (!gl_support_blendsquare) // return; GL_Color(1,1,1,1); // generate normalization cubemap texcoords - R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i); if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) { // 2/0/0/1/2 3D combine blendsquare path @@ -1646,20 +1754,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // 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) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // fourth pass memset(&m, 0, sizeof(m)); @@ -1668,8 +1770,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // fifth pass memset(&m, 0, sizeof(m)); @@ -1698,20 +1799,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // 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) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // fourth pass memset(&m, 0, sizeof(m)); @@ -1737,20 +1832,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // 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) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // fourth pass memset(&m, 0, sizeof(m)); @@ -1762,8 +1851,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); // fifth pass memset(&m, 0, sizeof(m)); @@ -1780,10 +1868,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3(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, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // ARB path (any Geforce, any Radeon) qboolean doambient = r_shadow_rtlight->ambientscale > 0; @@ -1791,104 +1879,91 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface qboolean dospecular = specularscale > 0; if (!doambient && !dodiffuse && !dospecular) return; - RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_Mesh_ColorPointer(NULL); if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); if (dopants) { if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); } if (doshirt) { if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); } if (dospecular) - R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); } -void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2) +void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) { - int surfacelistindex; int renders; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - const msurface_t *surface = surfacelist[surfacelistindex]; - R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); - } + int i; + int stop; + int newfirstvertex; + int newlastvertex; + int newnumtriangles; + int *newe; + const int *e; + float *c; + int newelements[3072]; + R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2); for (renders = 0;renders < 64;renders++) { - const int *e; - int stop; - int firstvertex; - int lastvertex; - int newnumtriangles; - int *newe; - int newelements[3072]; stop = true; - firstvertex = 0; - lastvertex = 0; + newfirstvertex = 0; + newlastvertex = 0; newnumtriangles = 0; newe = newelements; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + // due to low fillrate on the cards this vertex lighting path is + // designed for, we manually cull all triangles that do not + // contain a lit vertex + // this builds batches of triangles from multiple surfaces and + // renders them at once + for (i = 0, e = element3i;i < numtriangles;i++, e += 3) { - const msurface_t *surface = surfacelist[surfacelistindex]; - const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; - int i; - // due to low fillrate on the cards this vertex lighting path is - // designed for, we manually cull all triangles that do not - // contain a lit vertex - // this builds batches of triangles from multiple surfaces and - // renders them at once - for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3) + if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01) { - if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01) + if (newnumtriangles) { - if (newnumtriangles) - { - firstvertex = min(firstvertex, e[0]); - lastvertex = max(lastvertex, e[0]); - } - else - { - firstvertex = e[0]; - lastvertex = e[0]; - } - firstvertex = min(firstvertex, e[1]); - lastvertex = max(lastvertex, e[1]); - firstvertex = min(firstvertex, e[2]); - lastvertex = max(lastvertex, e[2]); - newe[0] = e[0]; - newe[1] = e[1]; - newe[2] = e[2]; - newnumtriangles++; - newe += 3; - if (newnumtriangles >= 1024) - { - GL_LockArrays(firstvertex, lastvertex - firstvertex + 1); - R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements); - newnumtriangles = 0; - newe = newelements; - stop = false; - } + newfirstvertex = min(newfirstvertex, e[0]); + newlastvertex = max(newlastvertex, e[0]); + } + else + { + newfirstvertex = e[0]; + newlastvertex = e[0]; + } + newfirstvertex = min(newfirstvertex, e[1]); + newlastvertex = max(newlastvertex, e[1]); + newfirstvertex = min(newfirstvertex, e[2]); + newlastvertex = max(newlastvertex, e[2]); + newe[0] = e[0]; + newe[1] = e[1]; + newe[2] = e[2]; + newnumtriangles++; + newe += 3; + if (newnumtriangles >= 1024) + { + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements); + newnumtriangles = 0; + newe = newelements; + stop = false; } } } if (newnumtriangles >= 1) { - GL_LockArrays(firstvertex, lastvertex - firstvertex + 1); - R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements); + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements); stop = false; } - GL_LockArrays(0, 0); // if we couldn't find any lit triangles, exit early if (stop) break; @@ -1897,23 +1972,17 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int // handling of negative colors // (some old drivers even have improper handling of >1 color) stop = true; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4) { - int i; - float *c; - const msurface_t *surface = surfacelist[surfacelistindex]; - for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + if (c[0] > 1 || c[1] > 1 || c[2] > 1) { - if (c[0] > 1 || c[1] > 1 || c[2] > 1) - { - c[0] = max(0, c[0] - 1); - c[1] = max(0, c[1] - 1); - c[2] = max(0, c[2] - 1); - stop = false; - } - else - VectorClear(c); + c[0] = max(0, c[0] - 1); + c[1] = max(0, c[1] - 1); + c[2] = max(0, c[2] - 1); + stop = false; } + else + VectorClear(c); } // another check... if (stop) @@ -1921,7 +1990,7 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int } } -static void R_Shadow_RenderSurfacesLighting_Light_Vertex(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, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // OpenGL 1.1 path (anything) model_t *model = rsurface_entity->model; @@ -1956,22 +2025,21 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurfa } } R_Mesh_TextureState(&m); - RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist); R_Mesh_TexBind(0, R_GetTexture(basetexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase); + R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); if (dopants) { R_Mesh_TexBind(0, R_GetTexture(pantstexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants); + R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants); } if (doshirt) { R_Mesh_TexBind(0, R_GetTexture(shirttexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt); + R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt); } } -void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i) { // FIXME: support MATERIALFLAG_NODEPTHTEST vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; @@ -1981,18 +2049,12 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha; if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; - if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) - { - qglDisable(GL_CULL_FACE);CHECKGLERROR - } - else - { - qglEnable(GL_CULL_FACE);CHECKGLERROR - } + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces if (rsurface_texture->colormapping) { - qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f); - qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f); + qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f); + qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f); if (dopants) { lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0]; @@ -2012,19 +2074,20 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; default: - Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); + Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); break; } } @@ -2033,34 +2096,56 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; default: - Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); + Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); break; } } } -void R_RTLight_Update(dlight_t *light, int isstatic) +void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { - double scale; - rtlight_t *rtlight = &light->rtlight; + matrix4x4_t tempmatrix = *matrix; + Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1); + + // if this light has been compiled before, free the associated data R_RTLight_Uncompile(rtlight); + + // clear it completely to avoid any lingering data memset(rtlight, 0, sizeof(*rtlight)); - VectorCopy(light->origin, rtlight->shadoworigin); - VectorCopy(light->color, rtlight->color); - rtlight->radius = light->radius; + // copy the properties + rtlight->matrix_lighttoworld = tempmatrix; + Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix); + Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin); + rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix); + VectorCopy(color, rtlight->color); + rtlight->cubemapname[0] = 0; + if (cubemapname && cubemapname[0]) + strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname)); + rtlight->shadow = shadow; + rtlight->corona = corona; + rtlight->style = style; + rtlight->isstatic = isstatic; + rtlight->coronasizescale = coronasizescale; + rtlight->ambientscale = ambientscale; + rtlight->diffusescale = diffusescale; + rtlight->specularscale = specularscale; + rtlight->flags = flags; + + // compute derived data //rtlight->cullradius = rtlight->radius; //rtlight->cullradius2 = rtlight->radius * rtlight->radius; rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; @@ -2069,33 +2154,15 @@ void R_RTLight_Update(dlight_t *light, int isstatic) rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; - rtlight->cubemapname[0] = 0; - if (light->cubemapname[0]) - strlcpy(rtlight->cubemapname, light->cubemapname, sizeof(rtlight->cubemapname)); - else if (light->cubemapnum > 0) - sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum); - rtlight->shadow = light->shadow; - rtlight->corona = light->corona; - rtlight->style = light->style; - rtlight->isstatic = isstatic; - rtlight->coronasizescale = light->coronasizescale; - rtlight->ambientscale = light->ambientscale; - rtlight->diffusescale = light->diffusescale; - rtlight->specularscale = light->specularscale; - rtlight->flags = light->flags; - Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix); - // this has to scale both rotate and translate because this is an already - // inverted matrix (it transforms from world to light space, not the other - // way around) - scale = 1.0 / rtlight->radius; - Matrix4x4_Scale(&rtlight->matrix_worldtolight, scale, scale); } // compiles rtlight geometry // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces; + int i; + int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes; + int lighttris, shadowtris, shadowmeshes, shadowmeshtris; entity_render_t *ent = r_refdef.worldentity; model_t *model = r_refdef.worldmodel; unsigned char *data; @@ -2119,24 +2186,34 @@ void R_RTLight_Compile(rtlight_t *rtlight) { // this variable must be set for the CompileShadowVolume code r_shadow_compilingrtlight = rtlight; - R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces); - model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles); + model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; - data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; + numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; + data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes); + rtlight->static_numsurfaces = numsurfaces; + rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces; rtlight->static_numleafs = numleafs; - rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; + rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes; - rtlight->static_numsurfaces = numsurfaces; - rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces; - if (numleafs) + rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes; + rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes; + rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes; + rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes; + if (rtlight->static_numsurfaces) + memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); + if (rtlight->static_numleafs) memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); - if (numleafpvsbytes) + if (rtlight->static_numleafpvsbytes) memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes); - if (numsurfaces) - memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); + if (rtlight->static_numshadowtrispvsbytes) + memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes); + if (rtlight->static_numlighttrispvsbytes) + memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes); if (model->CompileShadowVolume && rtlight->shadow) - model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; } @@ -2147,19 +2224,31 @@ void R_RTLight_Compile(rtlight_t *rtlight) //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); shadowmeshes = 0; - shadowtris = 0; + shadowmeshtris = 0; if (rtlight->static_meshchain_shadow) { shadowmesh_t *mesh; for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { shadowmeshes++; - shadowtris += mesh->numtriangles; + shadowmeshtris += mesh->numtriangles; } } + lighttris = 0; + if (rtlight->static_numlighttrispvsbytes) + for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++) + if (CHECKPVSBIT(rtlight->static_lighttrispvs, i)) + lighttris++; + + shadowtris = 0; + if (rtlight->static_numlighttrispvsbytes) + for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++) + if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i)) + shadowtris++; + if (developer.integer >= 10) - Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes); + Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowmeshtris, shadowmeshes); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -2170,14 +2259,18 @@ void R_RTLight_Uncompile(rtlight_t *rtlight) Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow); rtlight->static_meshchain_shadow = NULL; // these allocations are grouped - if (rtlight->static_leaflist) - Mem_Free(rtlight->static_leaflist); + if (rtlight->static_surfacelist) + Mem_Free(rtlight->static_surfacelist); rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; rtlight->static_leafpvs = NULL; rtlight->static_numsurfaces = 0; rtlight->static_surfacelist = NULL; + rtlight->static_numshadowtrispvsbytes = 0; + rtlight->static_shadowtrispvs = NULL; + rtlight->static_numlighttrispvsbytes = 0; + rtlight->static_lighttrispvs = NULL; rtlight->compiled = false; } } @@ -2189,63 +2282,225 @@ void R_Shadow_UncompileWorldLights(void) R_RTLight_Uncompile(&light->rtlight); } -void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist) +void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) { - model_t *model = ent->model; - vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; - vec_t relativeshadowradius; - if (ent == r_refdef.worldentity) + int i, j; + mplane_t plane; + // reset the count of frustum planes + // see r_shadow_rtlight_frustumplanes definition for how much this array + // can hold + r_shadow_rtlight_numfrustumplanes = 0; + +#if 1 + // generate a deformed frustum that includes the light origin, this is + // used to cull shadow casting surfaces that can not possibly cast a + // shadow onto the visible light-receiving surfaces, which can be a + // performance gain + // + // if the light origin is onscreen the result will be 4 planes exactly + // if the light origin is offscreen on only one axis the result will + // be exactly 5 planes (split-side case) + // if the light origin is offscreen on two axes the result will be + // exactly 4 planes (stretched corner case) + for (i = 0;i < 4;i++) + { + // quickly reject standard frustum planes that put the light + // origin outside the frustum + if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125) + continue; + // copy the plane + r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_view.frustum[i]; + } + // if all the standard frustum planes were accepted, the light is onscreen + // otherwise we need to generate some more planes below... + if (r_shadow_rtlight_numfrustumplanes < 4) { - if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) + // at least one of the stock frustum planes failed, so we need to + // create one or two custom planes to enclose the light origin + for (i = 0;i < 4;i++) { - shadowmesh_t *mesh; - R_Mesh_Matrix(&ent->matrix); - CHECKGLERROR - for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) + // create a plane using the view origin and light origin, and a + // single point from the frustum corner set + TriangleNormal(r_view.origin, r_view.frustumcorner[i], rtlight->shadoworigin, plane.normal); + VectorNormalize(plane.normal); + plane.dist = DotProduct(r_view.origin, plane.normal); + // see if this plane is backwards and flip it if so + for (j = 0;j < 4;j++) + if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) + break; + if (j < 4) { - r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; - R_Mesh_VertexPointer(mesh->vertex3f); - GL_LockArrays(0, mesh->numverts); - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) - { - // decrement stencil if backface is behind depthbuffer - qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR - R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); - // increment stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR - } - R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); - GL_LockArrays(0, 0); + VectorNegate(plane.normal, plane.normal); + plane.dist *= -1; + // flipped plane, test again to see if it is now valid + for (j = 0;j < 4;j++) + if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) + break; + // if the plane is still not valid, then it is dividing the + // frustum and has to be rejected + if (j < 4) + continue; } - CHECKGLERROR + // we have created a valid plane, compute extra info + PlaneClassify(&plane); + // copy the plane + r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane; +#if 1 + // if we've found 5 frustum planes then we have constructed a + // proper split-side case and do not need to keep searching for + // planes to enclose the light origin + if (r_shadow_rtlight_numfrustumplanes == 5) + break; +#endif } - else if (numsurfaces) + } +#endif + +#if 0 + for (i = 0;i < r_shadow_rtlight_numfrustumplanes;i++) + { + plane = r_shadow_rtlight_frustumplanes[i]; + Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane)); + } +#endif + +#if 0 + // now add the light-space box planes if the light box is rotated, as any + // caster outside the oriented light box is irrelevant (even if it passed + // the worldspace light box, which is axial) + if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1) + { + for (i = 0;i < 6;i++) { - R_Mesh_Matrix(&ent->matrix); - model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs); + vec3_t v; + VectorClear(v); + v[i >> 1] = (i & 1) ? -1 : 1; + Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal); + VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal); + plane.dist = VectorNormalizeLength(plane.normal); + plane.dist += DotProduct(plane.normal, rtlight->shadoworigin); + r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane; } } - else +#endif + +#if 0 + // add the world-space reduced box planes + for (i = 0;i < 6;i++) + { + VectorClear(plane.normal); + plane.normal[i >> 1] = (i & 1) ? -1 : 1; + plane.dist = (i & 1) ? -r_shadow_rtlight_cullmaxs[i >> 1] : r_shadow_rtlight_cullmins[i >> 1]; + r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane; + } +#endif + +#if 0 + { + int j, oldnum; + vec3_t points[8]; + vec_t bestdist; + // reduce all plane distances to tightly fit the rtlight cull box, which + // is in worldspace + VectorSet(points[0], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]); + VectorSet(points[1], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]); + VectorSet(points[2], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]); + VectorSet(points[3], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]); + VectorSet(points[4], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]); + VectorSet(points[5], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]); + VectorSet(points[6], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]); + VectorSet(points[7], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]); + oldnum = r_shadow_rtlight_numfrustumplanes; + r_shadow_rtlight_numfrustumplanes = 0; + for (j = 0;j < oldnum;j++) + { + // find the nearest point on the box to this plane + bestdist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[0]); + for (i = 1;i < 8;i++) + { + dist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[i]); + if (bestdist > dist) + bestdist = dist; + } + Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, r_shadow_rtlight_frustumplanes[j].normal[0], r_shadow_rtlight_frustumplanes[j].normal[1], r_shadow_rtlight_frustumplanes[j].normal[2], r_shadow_rtlight_frustumplanes[j].dist, bestdist); + // if the nearest point is near or behind the plane, we want this + // plane, otherwise the plane is useless as it won't cull anything + if (r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125) + { + PlaneClassify(&r_shadow_rtlight_frustumplanes[j]); + r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_shadow_rtlight_frustumplanes[j]; + } + } + } +#endif +} + +void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +{ + RSurf_ActiveWorldEntity(); + if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) + { + shadowmesh_t *mesh; + CHECKGLERROR + for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) + { + r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; + R_Mesh_VertexPointer(mesh->vertex3f); + GL_LockArrays(0, mesh->numverts); + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) + { + // decrement stencil if backface is behind depthbuffer + GL_CullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); + // increment stencil if frontface is behind depthbuffer + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + } + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); + GL_LockArrays(0, 0); + } + CHECKGLERROR + } + else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer) { - Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin); - relativeshadowradius = r_shadow_rtlight->radius / ent->scale; - relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; - relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; - relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius; - relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; - relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; - relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; - R_Mesh_Matrix(&ent->matrix); - model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs); + int t, tend; + int surfacelistindex; + msurface_t *surface; + R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = r_refdef.worldmodel->data_surfaces + surfacelist[surfacelistindex]; + for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++) + if (CHECKPVSBIT(trispvs, t)) + shadowmarklist[numshadowmark++] = t; + } + R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } + else if (numsurfaces) + r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs); +} + +void R_Shadow_DrawEntityShadow(entity_render_t *ent) +{ + vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; + vec_t relativeshadowradius; + RSurf_ActiveModelEntity(ent, false, false); + Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin); + relativeshadowradius = r_shadow_rtlight->radius / ent->scale; + relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; + relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; + relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius; + relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; + relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; + relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; + ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); } void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity - RSurf_ActiveEntity(ent, true, true); + RSurf_ActiveModelEntity(ent, true, true); Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_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); @@ -2254,16 +2509,32 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent) R_Mesh_TexMatrix(3, &r_shadow_entitytolight); } +void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +{ + if (!r_refdef.worldmodel->DrawLight) + return; + + // set up properties for rendering light onto this entity + RSurf_ActiveWorldEntity(); + r_shadow_entitytolight = r_shadow_rtlight->matrix_worldtolight; + Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); + Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); + VectorCopy(r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin); + if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + R_Mesh_TexMatrix(3, &r_shadow_entitytolight); + + r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs); +} + void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist) { model_t *model = ent->model; if (!model->DrawLight) return; + R_Shadow_SetupEntityLight(ent); - if (ent == r_refdef.worldentity) - model->DrawLight(ent, numsurfaces, surfacelist); - else - model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist); + + model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL); } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) @@ -2272,7 +2543,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) float f; int numleafs, numsurfaces; int *leaflist, *surfacelist; - unsigned char *leafpvs; + unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs; int numlightentities; int numshadowentities; entity_render_t *lightentities[MAX_EDICTS]; @@ -2311,6 +2582,9 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; + VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins); + VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs); + if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting @@ -2320,18 +2594,22 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) leafpvs = rtlight->static_leafpvs; numsurfaces = rtlight->static_numsurfaces; surfacelist = rtlight->static_surfacelist; + shadowtrispvs = rtlight->static_shadowtrispvs; + lighttrispvs = rtlight->static_lighttrispvs; } else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo) { // dynamic light, world available and can receive realtime lighting // calculate lit surfaces and leafs - R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces); - r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles); + r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs); leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; + shadowtrispvs = r_shadow_buffer_shadowtrispvs; + lighttrispvs = r_shadow_buffer_lighttrispvs; // if the reduced leaf bounds are offscreen, skip it - if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) + if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs)) return; } else @@ -2342,6 +2620,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) leafpvs = NULL; numsurfaces = 0; surfacelist = NULL; + shadowtrispvs = NULL; + lighttrispvs = NULL; } // check if light is illuminating any visible leafs if (numleafs) @@ -2353,18 +2633,14 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) return; } // set up a scissor rectangle for this light - if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs)) + if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs)) return; + R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); + // make a list of lit entities and shadow casting entities numlightentities = 0; numshadowentities = 0; - // don't count the world unless some surfaces are actually lit - if (numsurfaces) - { - lightentities[numlightentities++] = r_refdef.worldentity; - shadowentities[numshadowentities++] = r_refdef.worldentity; - } // add dynamic entities that are lit by the light if (r_drawentities.integer) { @@ -2372,22 +2648,48 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { model_t *model; entity_render_t *ent = r_refdef.entities[i]; - if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs) - && (model = ent->model) - && !(ent->flags & RENDER_TRANSPARENT) - && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))) + vec3_t org; + if (!BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs)) + continue; + // skip the object entirely if it is not within the valid + // shadow-casting region (which includes the lit region) + if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes)) + continue; + if (!(model = ent->model)) + continue; + if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT)) + { + // this entity wants to receive light, is visible, and is + // inside the light box + // TODO: check if the surfaces in the model can receive light + // so now check if it's in a leaf seen by the light + if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)) + continue; + lightentities[numlightentities++] = ent; + // since it is lit, it probably also casts a shadow... + // about the VectorDistance2 - light emitting entities should not cast their own shadow + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) + shadowentities[numshadowentities++] = ent; + } + else if (ent->flags & RENDER_SHADOW) { + // this entity is not receiving light, but may still need to + // cast a shadow... + // TODO: check if the surfaces in the model can cast shadow + // now check if it is in a leaf seen by the light + if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)) + continue; // about the VectorDistance2 - light emitting entities should not cast their own shadow - if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1) + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) shadowentities[numshadowentities++] = ent; - if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight) - lightentities[numlightentities++] = ent; } } } // return if there's nothing at all to light - if (!numlightentities) + if (!numlightentities && !numsurfaces) return; // don't let sound skip if going slow @@ -2400,7 +2702,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) r_refdef.stats.lights++; usestencil = false; - if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) + if (numsurfaces + numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) { // draw stencil shadow volumes to mask off pixels that are in shadow // so that they won't receive lighting @@ -2408,8 +2710,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { usestencil = true; R_Shadow_RenderMode_StencilShadowVolumes(); + if (numsurfaces) + R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs); for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist); + R_Shadow_DrawEntityShadow(shadowentities[i]); } // optionally draw visible shape of the shadow volumes @@ -2417,15 +2721,19 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (r_showshadowvolumes.integer) { R_Shadow_RenderMode_VisibleShadowVolumes(); + if (numsurfaces) + R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs); for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist); + R_Shadow_DrawEntityShadow(shadowentities[i]); } } - if (numlightentities) + if (numsurfaces + numlightentities) { // draw lighting in the unmasked areas R_Shadow_RenderMode_Lighting(usestencil, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist); @@ -2434,12 +2742,15 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (r_showlighting.integer) { R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist); } } } +void R_Shadow_DrawLightSprites(void); void R_ShadowVolumeLighting(qboolean visible) { int lnum, flag; @@ -2448,6 +2759,9 @@ void R_ShadowVolumeLighting(qboolean visible) if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); + if (r_editlights.integer) + R_Shadow_DrawLightSprites(); + R_Shadow_RenderMode_Begin(); flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; @@ -2463,11 +2777,99 @@ void R_ShadowVolumeLighting(qboolean visible) R_DrawRTLight(&light->rtlight, visible); if (r_refdef.rtdlight) for (lnum = 0;lnum < r_refdef.numlights;lnum++) - R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible); + R_DrawRTLight(&r_refdef.lights[lnum], visible); + + R_Shadow_RenderMode_End(); +} + +extern void R_SetupView(const matrix4x4_t *matrix); +extern cvar_t r_shadows_throwdistance; +void R_DrawModelShadows(void) +{ + int i; + float relativethrowdistance; + entity_render_t *ent; + vec3_t relativelightorigin; + vec3_t relativelightdirection; + vec3_t relativeshadowmins, relativeshadowmaxs; + float vertex3f[12]; + + if (!r_drawentities.integer || !gl_stencil) + return; + + CHECKGLERROR + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + + r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; + + if (gl_ext_separatestencil.integer) + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL; + else if (gl_ext_stenciltwoside.integer) + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE; + else + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL; + + R_Shadow_RenderMode_StencilShadowVolumes(); + + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + // cast shadows from anything that is not a submodel of the map + if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW)) + { + relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); + VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); + VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); + VectorNegate(ent->modellight_lightdir, relativelightdirection); + VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); + RSurf_ActiveModelEntity(ent, false, false); + ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); + } + } + + // not really the right mode, but this will disable any silly stencil features + R_Shadow_RenderMode_VisibleLighting(true, true); + + // vertex coordinates for a quad that covers the screen exactly + vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; + vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; + vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; + vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + + // set up ortho view for rendering this pass + GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ScissorTest(true); + R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + + // set up a 50% darkening blend on shadowed areas + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthTest(false); + GL_DepthMask(false); + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + GL_Color(0, 0, 0, 0.5); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + qglDepthFunc(GL_ALWAYS);CHECKGLERROR + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR + + // apply the blend to the shadowed areas + R_Mesh_Draw(0, 4, 2, polygonelements); + + // restoring the perspective view is done by R_RenderScene + //R_SetupView(&r_view.matrix); + // restore other state to normal R_Shadow_RenderMode_End(); } + //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; typedef struct suffixinfo_s { @@ -2599,6 +3001,17 @@ dlight_t *R_Shadow_NewWorldLight(void) void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { + matrix4x4_t matrix; + // validate parameters + if (style < 0 || style >= MAX_LIGHTSTYLES) + { + Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES); + style = 0; + } + if (!cubemapname) + cubemapname = ""; + + // copy to light properties VectorCopy(origin, light->origin); light->angles[0] = angles[0] - 360 * floor(angles[0] / 360); light->angles[1] = angles[1] - 360 * floor(angles[1] / 360); @@ -2608,24 +3021,18 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve light->color[2] = max(color[2], 0); light->radius = max(radius, 0); light->style = style; - if (light->style < 0 || light->style >= MAX_LIGHTSTYLES) - { - Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES); - light->style = 0; - } light->shadow = shadowenable; light->corona = corona; - if (!cubemapname) - cubemapname = ""; strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname)); light->coronasizescale = coronasizescale; light->ambientscale = ambientscale; light->diffusescale = diffusescale; light->specularscale = specularscale; light->flags = flags; - Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1); - R_RTLight_Update(light, true); + // update renderable light data + Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius); + R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); } void R_Shadow_FreeWorldLight(dlight_t *light) @@ -2700,7 +3107,7 @@ void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f) + if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) { bestrating = rating; best = light; @@ -3129,7 +3536,7 @@ void R_Shadow_SetCursorLocationForView(void) vec3_t dest, endpos; trace_t trace; VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest); - trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false); + trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -3155,7 +3562,6 @@ void R_Shadow_UpdateWorldLightSelection(void) { R_Shadow_SetCursorLocationForView(); R_Shadow_SelectLightInView(); - R_Shadow_DrawLightSprites(); } else R_Shadow_SelectLight(NULL);