X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=7f39f3253bb93af21a0a21b1a680fa0f647bcf95;hb=694e1787027f9d4baba22603d91f1b7c96964278;hp=45ce01fc0dde72ecedb925d0dbcb37d891e08aab;hpb=e3b0cf4495e30fb814a65a370e9d36dbeb5c6a5e;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 45ce01fc..7f39f325 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -296,7 +296,7 @@ const char *builtinshader_light_vert = "void main(void)\n" "{\n" " // copy the surface texcoord\n" -" TexCoord = vec2(gl_TextureMatrix[0] * glMultiTexCoord0);\n" +" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" "\n" " // transform vertex position into light attenuation/cubemap space\n" " // (-1 to +1 across the light box)\n" @@ -329,28 +329,33 @@ const char *builtinshader_light_frag = "// written by Forest 'LordHavoc' Hale\n" "\n" "// use half floats if available for math performance\n" -"#ifndef GEFORCEFX\n" -"#define half float\n" -"#define hvec2 vec2\n" -"#define hvec3 vec3\n" -"#define hvec4 vec4\n" +"#ifdef GEFORCEFX\n" +"#define myhalf half\n" +"#define myhvec2 hvec2\n" +"#define myhvec3 hvec3\n" +"#define myhvec4 hvec4\n" +"#else\n" +"#define myhalf float\n" +"#define myhvec2 vec2\n" +"#define myhvec3 vec3\n" +"#define myhvec4 vec4\n" "#endif\n" "\n" -"uniform hvec3 LightColor;\n" +"uniform myhvec3 LightColor;\n" "#ifdef USEOFFSETMAPPING\n" -"uniform half OffsetMapping_Scale;\n" -"uniform half OffsetMapping_Bias;\n" +"uniform myhalf OffsetMapping_Scale;\n" +"uniform myhalf OffsetMapping_Bias;\n" "#endif\n" "#ifdef USESPECULAR\n" -"uniform half SpecularPower;\n" +"uniform myhalf SpecularPower;\n" "#endif\n" "#ifdef USEFOG\n" -"uniform half FogRangeRecip;\n" +"uniform myhalf FogRangeRecip;\n" "#endif\n" -"uniform half AmbientScale;\n" -"uniform half DiffuseScale;\n" +"uniform myhalf AmbientScale;\n" +"uniform myhalf DiffuseScale;\n" "#ifdef USESPECULAR\n" -"uniform half SpecularScale;\n" +"uniform myhalf SpecularScale;\n" "#endif\n" "\n" "uniform sampler2D Texture_Normal;\n" @@ -382,17 +387,17 @@ const char *builtinshader_light_frag = " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" -" half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" +" myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" -" colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n" +" colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n" "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n" -" hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" -" hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" +" myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" +" myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" "#define TexCoord TexCoordOffset\n" @@ -400,26 +405,26 @@ const char *builtinshader_light_frag = "\n" " // get the surface normal\n" "#ifdef SURFACENORMALIZE\n" -" hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" "#else\n" -" hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n" +" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" "#endif\n" "\n" " // calculate shading\n" -" hvec3 diffusenormal = hvec3(normalize(LightVector));\n" -" hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +" myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" -" hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n" -" color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n" +" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" +" color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" -" color *= hvec3(textureCube(Texture_Cube, CubeVector));\n" +" color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // calculate fragment color (apply light color and attenuation/fog scaling)\n" -" gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n" +" gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n" "}\n" ; @@ -496,6 +501,9 @@ void r_shadow_start(void) } if (i & SHADERPERMUTATION_GEFORCEFX) { + // if the extension does not exist, don't try to compile it + if (!gl_support_half_float) + continue; vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n"; fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n"; } @@ -725,7 +733,7 @@ int *R_Shadow_ResizeShadowElements(int numtris) maxshadowelements = numtris * 24; if (shadowelements) Mem_Free(shadowelements); - shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); + shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); } return shadowelements; } @@ -741,8 +749,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; - r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); - r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); + r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); + r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { @@ -751,8 +759,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; - r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); - r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); + r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); + r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); } } @@ -766,8 +774,8 @@ void R_Shadow_PrepareShadowMark(int numtris) Mem_Free(shadowmark); if (shadowmarklist) Mem_Free(shadowmarklist); - shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); - shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); shadowmarkcount = 0; } shadowmarkcount++; @@ -794,8 +802,8 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * Mem_Free(vertexupdate); if (vertexremap) Mem_Free(vertexremap); - vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); - vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); vertexupdatenum = 0; } vertexupdatenum++; @@ -915,6 +923,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, if (maxshadowelements < nummarktris * 24) R_Shadow_ResizeShadowElements((nummarktris + 256) * 24); tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris); + renderstats.lights_dynamicshadowtriangles += tris; R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); } @@ -964,6 +973,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); return; } + renderstats.lights_shadowtriangles += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -974,15 +984,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); R_Mesh_Draw(0, numvertices, numtriangles, element3i); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtriangles; // increment stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } R_Mesh_Draw(0, numvertices, numtriangles, element3i); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtriangles; GL_LockArrays(0, 0); } @@ -997,7 +1003,7 @@ static void R_Shadow_MakeTextures(void) r_shadow_attenscale = r_shadow_lightattenuationscale.value; #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 - data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); + data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); for (y = 0;y < ATTEN2DSIZE;y++) { for (x = 0;x < ATTEN2DSIZE;x++) @@ -1068,8 +1074,12 @@ static matrix4x4_t r_shadow_entitytolight; static matrix4x4_t r_shadow_entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 static matrix4x4_t r_shadow_entitytoattenuationz; -// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha -static vec3_t r_shadow_entitylightcolor; +// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha +static vec3_t r_shadow_entitylightcolorbase; +// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha +static vec3_t r_shadow_entitylightcolorpants; +// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha +static vec3_t r_shadow_entitylightcolorshirt; static int r_shadow_lightpermutation; static int r_shadow_lightprog; @@ -1161,7 +1171,7 @@ void R_Shadow_Stage_StencilShadowVolumes(void) qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } GL_Clear(GL_STENCIL_BUFFER_BIT); - c_rt_clears++; + renderstats.lights_clears++; } void R_Shadow_Stage_Lighting(int stenciltest) @@ -1399,7 +1409,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1); //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); //qglEnable(GL_SCISSOR_TEST); - c_rt_scissored++; + renderstats.lights_scissored++; return false; } @@ -1647,8 +1657,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); } } @@ -1831,8 +1839,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -1861,8 +1867,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } @@ -1904,8 +1908,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -1944,8 +1946,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -1962,8 +1962,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2002,8 +2000,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2055,8 +2051,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2103,8 +2097,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2121,8 +2113,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2151,8 +2141,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } @@ -2182,8 +2170,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2196,11 +2182,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); @@ -2218,8 +2200,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2258,8 +2238,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2272,11 +2250,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); @@ -2313,8 +2287,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2327,11 +2299,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); @@ -2357,8 +2325,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2386,8 +2352,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } @@ -2488,8 +2452,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t * GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; } } } @@ -2517,10 +2479,11 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t } } -void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic) +void R_RTLight_Update(dlight_t *light, int isstatic) { int j, k; float scale; + rtlight_t *rtlight = &light->rtlight; R_RTLight_Uncompile(rtlight); memset(rtlight, 0, sizeof(*rtlight)); @@ -2559,7 +2522,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f); rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius; - VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light); + VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light); rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2; } @@ -2594,13 +2557,13 @@ void R_RTLight_Compile(rtlight_t *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); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; - data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); rtlight->static_numleafs = numleafs; rtlight->static_numleafpvsbytes = numleafpvsbytes; - rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs; - rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes; + rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; + rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes; rtlight->static_numsurfaces = numsurfaces; - rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces; + rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces; if (numleafs) memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); if (numleafpvsbytes) @@ -2672,6 +2635,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num R_Mesh_Matrix(&ent->matrix); for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { + renderstats.lights_shadowtriangles += mesh->numtriangles; R_Mesh_VertexPointer(mesh->vertex3f); GL_LockArrays(0, mesh->numverts); if (r_shadowstage == R_SHADOWSTAGE_STENCIL) @@ -2680,15 +2644,11 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; // increment stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; GL_LockArrays(0, 0); } } @@ -2713,12 +2673,18 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num } } -void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist) +void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist) { // set up properties for rendering light onto this entity - r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha; - r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha; - r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha; + r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; + r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; + r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; + r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha; + r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha; + r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha; + r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha; + r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha; + r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha; Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); @@ -2736,9 +2702,9 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l } } if (ent == r_refdef.worldentity) - ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist); + ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist); else - ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist); + ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist); } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) @@ -2758,7 +2724,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f)) return; - f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; + f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, lightcolor); if (VectorLength2(lightcolor) < (1.0f / 32768.0f)) return; @@ -2858,7 +2824,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) return; R_Shadow_Stage_ActiveLight(rtlight); - c_rt_lights++; + renderstats.lights++; usestencil = false; if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) @@ -2913,8 +2879,8 @@ void R_ShadowVolumeLighting(qboolean visible) if (light->flags & flag) R_DrawRTLight(&light->rtlight, visible); if (r_rtdlight) - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - R_DrawRTLight(&light->rtlight, visible); + for (lnum = 0;lnum < r_refdef.numlights;lnum++) + R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible); R_Shadow_Stage_End(); } @@ -2985,7 +2951,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) { cubemapsize = image_width; // note this clears to black, so unavailable sides are black - cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); + cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); } // copy the image with any flipping needed by the suffix (px and posx types don't need flipping) if (cubemappixels) @@ -3042,7 +3008,7 @@ void R_Shadow_FreeCubemaps(void) dlight_t *R_Shadow_NewWorldLight(void) { dlight_t *light; - light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); + light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); light->next = r_shadow_worldlightchain; r_shadow_worldlightchain = light; return light; @@ -3076,7 +3042,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve 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_UpdateFromDLight(&light->rtlight, light, true); + R_RTLight_Update(light, true); } void R_Shadow_FreeWorldLight(dlight_t *light) @@ -3117,7 +3083,7 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) { float intensity; const dlight_t *light; - light = calldata1; + light = (dlight_t *)calldata1; intensity = 0.5; if (light->selected) intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); @@ -3288,7 +3254,7 @@ void R_Shadow_SaveWorldLights(void) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; - buf = Mem_Alloc(tempmempool, bufmaxchars); + buf = (char *)Mem_Alloc(tempmempool, bufmaxchars); if (oldbuf) { if (bufchars)