X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=d992a762555d548d1435095155e104f7b4d4a9bd;hb=861475e4f10eb1f592a5c64aff3b57eab4d11edb;hp=38973ab36fc00d59aaf674bbb9354d0305dff68f;hpb=7ef262a7368c32d0e0bf7eb8bf4bbf7c79338bff;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 38973ab3..d992a762 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -140,25 +140,44 @@ demonstrated by the game Doom3. #include "portals.h" #include "image.h" +#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 + extern void R_Shadow_EditLights_Init(void); 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_ZPASS_STENCIL, + R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL, + R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE, + R_SHADOW_RENDERMODE_ZFAIL_STENCIL, + R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL, + R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE, R_SHADOW_RENDERMODE_LIGHT_VERTEX, R_SHADOW_RENDERMODE_LIGHT_DOT3, R_SHADOW_RENDERMODE_LIGHT_GLSL, R_SHADOW_RENDERMODE_VISIBLEVOLUMES, R_SHADOW_RENDERMODE_VISIBLELIGHTING, + R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE, + R_SHADOW_RENDERMODE_SHADOWMAP2D, + R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE, } r_shadow_rendermode_t; r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; -r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE; +r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE; +r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE; +float r_shadow_shadowmap_texturescale[4]; +float r_shadow_shadowmap_parameters[4]; +int r_shadow_drawbuffer; +int r_shadow_readbuffer; +GLuint r_shadow_fborectangle; +int r_shadow_shadowmode; +int r_shadow_shadowmapmaxsize; +int r_shadow_shadowmapfilter; +int r_shadow_shadowmapborder; +int r_shadow_lightscissor[4]; int maxshadowtriangles; int *shadowelements; @@ -178,6 +197,7 @@ int *vertexremap; int vertexupdatenum; int r_shadow_buffer_numleafpvsbytes; +unsigned char *r_shadow_buffer_visitingleafpvs; unsigned char *r_shadow_buffer_leafpvs; int *r_shadow_buffer_leaflist; @@ -185,13 +205,20 @@ int r_shadow_buffer_numsurfacepvsbytes; unsigned char *r_shadow_buffer_surfacepvs; int *r_shadow_buffer_surfacelist; -// 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; +int r_shadow_buffer_numshadowtrispvsbytes; +unsigned char *r_shadow_buffer_shadowtrispvs; +int r_shadow_buffer_numlighttrispvsbytes; +unsigned char *r_shadow_buffer_lighttrispvs; rtexturepool_t *r_shadow_texturepool; +rtexture_t *r_shadow_attenuationgradienttexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; +rtexture_t *r_shadow_lightcorona; +rtexture_t *r_shadow_shadowmaprectangletexture; +rtexture_t *r_shadow_shadowmapcubeprojectiontexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS]; +int r_shadow_shadowmapsize; // changes for each light based on distance +int r_shadow_shadowmaplod; // changes for each light based on distance // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -202,12 +229,14 @@ rtexturepool_t *r_shadow_filters_texturepool; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; +cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; -cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"}; -cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"}; +cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; +cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; +cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; @@ -218,7 +247,6 @@ cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_ 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"}; @@ -226,10 +254,24 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp 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_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_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"}; +cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "0", "shadowmap filter modes: 0 = no filtering, 1 = bilinear, 2 = bilinear small blur (fast), 3 = bilinear large blur (slow)"}; +cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"}; +cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"}; +cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; +cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; +cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"}; +cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; +cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; +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_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; +cvar_t r_shadow_polygonoffset = {0, "r_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 r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"}; +cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"}; +cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; +cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "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"}; @@ -238,10 +280,19 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; -float r_shadow_attenpower, r_shadow_attenscale; +// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error +#define ATTENTABLESIZE 256 +// 1D gradient, 2D circle and 3D sphere attenuation textures +#define ATTEN1DSIZE 32 +#define ATTEN2DSIZE 64 +#define ATTEN3DSIZE 32 + +static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias +static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale +static float r_shadow_attentable[ATTENTABLESIZE+1]; rtlight_t *r_shadow_compilingrtlight; -dlight_t *r_shadow_worldlightchain; +static memexpandablearray_t r_shadow_worldlightsarray; dlight_t *r_shadow_selectedlight; dlight_t r_shadow_bufferlight; vec3_t r_editlights_cursorlocation; @@ -268,14 +319,62 @@ 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); + +// VorteX: custom editor light sprites +#define EDLIGHTSPRSIZE 8 +cachepic_t *r_editlights_sprcursor; +cachepic_t *r_editlights_sprlight; +cachepic_t *r_editlights_sprnoshadowlight; +cachepic_t *r_editlights_sprcubemaplight; +cachepic_t *r_editlights_sprcubemapnoshadowlight; +cachepic_t *r_editlights_sprselection; + +void R_Shadow_FreeShadowMaps(void) +{ + int i; + + r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048); + r_shadow_shadowmode = r_shadow_shadowmapping.integer; + r_shadow_shadowmapfilter = r_shadow_shadowmapping_filterquality.integer; + r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16); + r_shadow_shadowmaplod = -1; + + CHECKGLERROR + if (r_shadow_fborectangle) + qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle); + r_shadow_fborectangle = 0; + CHECKGLERROR + + if (r_shadow_shadowmaprectangletexture) + R_FreeTexture(r_shadow_shadowmaprectangletexture); + r_shadow_shadowmaprectangletexture = NULL; + + for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++) + if (r_shadow_shadowmapcubeprojectiontexture[i]) + R_FreeTexture(r_shadow_shadowmapcubeprojectiontexture[i]); + memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture)); + + CHECKGLERROR +} void r_shadow_start(void) { // allocate vertex processing arrays numcubemaps = 0; + r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; + r_shadow_shadowmode = 0; + r_shadow_shadowmaprectangletexture = NULL; + memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture)); + r_shadow_shadowmapmaxsize = 0; + r_shadow_shadowmapsize = 0; + r_shadow_shadowmaplod = 0; + r_shadow_shadowmapfilter = 0; + r_shadow_fborectangle = 0; + + R_Shadow_FreeShadowMaps(); + r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); @@ -294,17 +393,28 @@ void r_shadow_start(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_visitingleafpvs = NULL; r_shadow_buffer_leafpvs = NULL; r_shadow_buffer_leaflist = NULL; 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) { + CHECKGLERROR R_Shadow_UncompileWorldLights(); + + R_Shadow_FreeShadowMaps(); + + CHECKGLERROR numcubemaps = 0; + r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); @@ -334,6 +444,9 @@ void r_shadow_shutdown(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + if (r_shadow_buffer_visitingleafpvs) + Mem_Free(r_shadow_buffer_visitingleafpvs); + r_shadow_buffer_visitingleafpvs = NULL; if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); r_shadow_buffer_leafpvs = NULL; @@ -347,10 +460,18 @@ 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) { + if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) + R_Shadow_EditLights_Reload_f(); } void R_Shadow_Help_f(void) @@ -364,8 +485,8 @@ void R_Shadow_Help_f(void) "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" "r_shadow_gloss2intensity : brightness of forced gloss\n" "r_shadow_glossintensity : brightness of textured gloss\n" -"r_shadow_lightattenuationpower : used to generate attenuation texture\n" -"r_shadow_lightattenuationscale : used to generate attenuation texture\n" +"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n" +"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n" "r_shadow_lightintensityscale : scale rendering brightness of all lights\n" "r_shadow_lightradiusscale : scale rendering radius of all lights\n" "r_shadow_portallight : use portal visibility for static light precomputation\n" @@ -373,14 +494,13 @@ void R_Shadow_Help_f(void) "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_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" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" "r_shadow_realtime_world_compile : compile surface/visibility information\n" "r_shadow_realtime_world_compileshadow : compile shadow geometry\n" "r_shadow_scissor : use scissor optimization\n" -"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" -"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" +"r_shadow_polygonfactor : nudge shadow volumes closer/further\n" +"r_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" "r_showlighting : useful for performance testing; bright = slow!\n" "r_showshadowvolumes : useful for performance testing; bright = slow!\n" @@ -393,13 +513,15 @@ void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); + Cvar_RegisterVariable(&r_shadow_usenormalmap); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); Cvar_RegisterVariable(&r_shadow_glossexponent); - Cvar_RegisterVariable(&r_shadow_lightattenuationpower); - Cvar_RegisterVariable(&r_shadow_lightattenuationscale); + Cvar_RegisterVariable(&r_shadow_glossexact); + Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias); + Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_lightradiusscale); Cvar_RegisterVariable(&r_shadow_portallight); @@ -410,7 +532,6 @@ void R_Shadow_Init(void) 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); Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); Cvar_RegisterVariable(&r_shadow_realtime_world_compile); @@ -418,9 +539,23 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp); Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling); Cvar_RegisterVariable(&r_shadow_scissor); - Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); - Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); + Cvar_RegisterVariable(&r_shadow_shadowmapping); + Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality); + Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize); + Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize); + Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias); + Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale); + Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize); + Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip); + Cvar_RegisterVariable(&r_shadow_shadowmapping_bias); + Cvar_RegisterVariable(&r_shadow_culltriangles); + Cvar_RegisterVariable(&r_shadow_polygonfactor); + Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_coronas); + Cvar_RegisterVariable(&r_coronas_occlusionsizescale); + Cvar_RegisterVariable(&r_coronas_occlusionquery); + Cvar_RegisterVariable(&gl_flashblend); Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) @@ -430,7 +565,7 @@ void R_Shadow_Init(void) } Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system"); R_Shadow_EditLights_Init(); - r_shadow_worldlightchain = NULL; + Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128); maxshadowtriangles = 0; shadowelements = NULL; maxshadowvertices = 0; @@ -445,11 +580,14 @@ void R_Shadow_Init(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_visitingleafpvs = NULL; r_shadow_buffer_leafpvs = NULL; r_shadow_buffer_leaflist = NULL; 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); } @@ -493,17 +631,22 @@ 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_visitingleafpvs) + Mem_Free(r_shadow_buffer_visitingleafpvs); if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; + r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } @@ -517,6 +660,20 @@ 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) @@ -543,7 +700,7 @@ 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, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris) +static int R_Shadow_ConstructShadowVolume_ZFail(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; @@ -556,28 +713,6 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * else VectorClear(projectvector); - if (maxvertexupdate < innumvertices) - { - maxvertexupdate = innumvertices; - if (vertexupdate) - Mem_Free(vertexupdate); - if (vertexremap) - Mem_Free(vertexremap); - vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); - vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); - vertexupdatenum = 0; - } - vertexupdatenum++; - if (vertexupdatenum == 0) - { - vertexupdatenum = 1; - memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); - memset(vertexremap, 0, maxvertexupdate * sizeof(int)); - } - - for (i = 0;i < numshadowmarktris;i++) - shadowmark[shadowmarktris[i]] = shadowmarkcount; - // create the vertices if (projectdirection) { @@ -762,22 +897,114 @@ 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, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris) +static int R_Shadow_ConstructShadowVolume_ZPass(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 tris, outverts; - if (projectdistance < 0.1) + int i, j, k; + int outtriangles = 0, outvertices = 0; + const int *element; + const float *vertex; + float ratio, direction[3], projectvector[3]; + qboolean side[4]; + + if (projectdirection) + VectorScale(projectdirection, projectdistance, projectvector); + else + VectorClear(projectvector); + + for (i = 0;i < numshadowmarktris;i++) { - Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); - return; + int remappedelement[3]; + int markindex; + const int *neighbortriangle; + + markindex = shadowmarktris[i] * 3; + neighbortriangle = inneighbor3i + markindex; + side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount; + side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount; + side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount; + if (side[0] + side[1] + side[2] == 0) + continue; + + side[3] = side[0]; + element = inelement3i + markindex; + + // create the vertices + for (j = 0;j < 3;j++) + { + if (side[j] + side[j+1] == 0) + continue; + k = element[j]; + if (vertexupdate[k] != vertexupdatenum) + { + vertexupdate[k] = vertexupdatenum; + vertexremap[k] = outvertices; + vertex = invertex3f + k * 3; + VectorCopy(vertex, outvertex3f); + if (projectdirection) + { + // project one copy of the vertex according to projectvector + VectorAdd(vertex, projectvector, (outvertex3f + 3)); + } + else + { + // 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); + VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); + } + outvertex3f += 6; + outvertices += 2; + } + } + + // output the sides (facing outward from this triangle) + if (!side[0]) + { + 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 (!side[1]) + { + 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 (!side[2]) + { + 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 (!numverts || !nummarktris) - return; - // 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, projectdirection, projectdistance, nummarktris, marktris); - r_refdef.stats.lights_dynamicshadowtriangles += tris; - R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements); + if (outnumvertices) + *outnumvertices = outvertices; + return outtriangles; } 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) @@ -789,9 +1016,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv 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 if (projectdirection) @@ -822,12 +1047,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv v[2] = invertex3f + e[2] * 3; TriangleNormal(v[0], v[1], v[2], normal); if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0) - && 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]))) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } @@ -839,100 +1059,221 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv 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]) - && 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]))) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) shadowmarklist[numshadowmark++] = t; } } } } -void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) +qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) { +#if 1 + return false; +#else + if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer) + return false; + // check if the shadow volume intersects the near plane + // + // a ray between the eye and light origin may intersect the caster, + // indicating that the shadow may touch the eye location, however we must + // test the near plane (a polygon), not merely the eye location, so it is + // easiest to enlarge the caster bounding shape slightly for this. + // TODO + return true; +#endif +} + +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, vec3_t trismins, vec3_t trismaxs) +{ + int i, tris, outverts; + if (projectdistance < 0.1) + { + Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); + return; + } + if (!numverts || !nummarktris) + return; + // make sure shadowelements is big enough for this volume + if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) + R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); + + if (maxvertexupdate < numverts) + { + maxvertexupdate = numverts; + if (vertexupdate) + Mem_Free(vertexupdate); + if (vertexremap) + Mem_Free(vertexremap); + vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); + vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); + vertexupdatenum = 0; + } + vertexupdatenum++; + if (vertexupdatenum == 0) + { + vertexupdatenum = 1; + memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); + memset(vertexremap, 0, maxvertexupdate * sizeof(int)); + } + + for (i = 0;i < nummarktris;i++) + shadowmark[marktris[i]] = shadowmarkcount; + if (r_shadow_compilingrtlight) { // if we're compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); + //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); + //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); + tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); + Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); + } + else + { + // decide which type of shadow to generate and set stencil mode + R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs)); + // generate the sides or a solid volume, depending on type + if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE) + tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); + else + tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); + r_refdef.stats.lights_dynamicshadowtriangles += tris; + r_refdef.stats.lights_shadowtriangles += tris; + CHECKGLERROR + R_Mesh_VertexPointer(shadowvertex3f, 0, 0); + GL_LockArrays(0, outverts); + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) + { + // increment stencil if frontface is infront of depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + // decrement stencil if backface is infront of depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) + { + // decrement stencil if backface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + // increment stencil if frontface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + } + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + GL_LockArrays(0, 0); + CHECKGLERROR + } +} + +void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, int vertex3f_bufferobject, int vertex3f_bufferoffset, const int *elements, int nummarktris, const int *marktris) +{ + int i, tris = nummarktris; + int *outelement3i; + const int *element; + if (!numverts || !nummarktris) return; + // make sure shadowelements is big enough for this mesh + if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) + R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); + + // gather up the (sparse) triangles into one array + outelement3i = shadowelements; + for (i = 0;i < nummarktris;i++) + { + element = elements + marktris[i] * 3; + outelement3i[0] = element[0]; + outelement3i[1] = element[1]; + outelement3i[2] = element[2]; + outelement3i += 3; } - r_refdef.stats.lights_shadowtriangles += numtriangles; - CHECKGLERROR - R_Mesh_VertexPointer(vertex3f); - GL_LockArrays(0, numvertices); - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) + + r_refdef.stats.lights_dynamicshadowtriangles += tris; + r_refdef.stats.lights_shadowtriangles += tris; + R_Mesh_VertexPointer(vertex3f, vertex3f_bufferobject, vertex3f_bufferoffset); + R_Mesh_Draw(0, numverts, 0, tris, shadowelements, NULL, 0, 0); +} + +static void R_Shadow_MakeTextures_MakeCorona(void) +{ + float dx, dy; + int x, y, a; + unsigned char pixels[32][32][4]; + for (y = 0;y < 32;y++) { - // decrement stencil if backface is behind depthbuffer - GL_CullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR - R_Mesh_Draw(0, numvertices, numtriangles, element3i); - // 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 + dy = (y - 15.5f) * (1.0f / 16.0f); + for (x = 0;x < 32;x++) + { + dx = (x - 15.5f) * (1.0f / 16.0f); + a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2))); + a = bound(0, a, 255); + pixels[y][x][0] = a; + pixels[y][x][1] = a; + pixels[y][x][2] = a; + pixels[y][x][3] = 255; + } } - R_Mesh_Draw(0, numvertices, numtriangles, element3i); - GL_LockArrays(0, 0); - CHECKGLERROR + r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL); +} + +static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) +{ + float dist = sqrt(x*x+y*y+z*z); + float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways + return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101; } static void R_Shadow_MakeTextures(void) { - int x, y, z, d; - float v[3], intensity; - unsigned char *data; + int x, y, z; + float intensity, dist; + unsigned int *data; R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); - r_shadow_attenpower = r_shadow_lightattenuationpower.value; - r_shadow_attenscale = r_shadow_lightattenuationscale.value; -#define ATTEN2DSIZE 64 -#define ATTEN3DSIZE 32 - data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); + r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value; + r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value; + data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4); + // the table includes one additional value to avoid the need to clamp indexing due to minor math errors + for (x = 0;x <= ATTENTABLESIZE;x++) + { + dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375); + intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + r_shadow_attentable[x] = bound(0, intensity, 1); + } + // 1D gradient texture + for (x = 0;x < ATTEN1DSIZE;x++) + data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); + r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + // 2D circle texture for (y = 0;y < ATTEN2DSIZE;y++) - { for (x = 0;x < ATTEN2DSIZE;x++) - { - v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); - v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); - v[2] = 0; - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = (int)bound(0, intensity, 255); - data[(y*ATTEN2DSIZE+x)*4+0] = d; - data[(y*ATTEN2DSIZE+x)*4+1] = d; - data[(y*ATTEN2DSIZE+x)*4+2] = d; - data[(y*ATTEN2DSIZE+x)*4+3] = d; - } - } - r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); + r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + // 3D sphere texture if (r_shadow_texture3d.integer && gl_texture3d) { for (z = 0;z < ATTEN3DSIZE;z++) - { for (y = 0;y < ATTEN3DSIZE;y++) - { for (x = 0;x < ATTEN3DSIZE;x++) - { - v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = (int)bound(0, intensity, 255); - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d; - } - } - } - r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); + r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); } + else + r_shadow_attenuation3dtexture = NULL; Mem_Free(data); + + R_Shadow_MakeTextures_MakeCorona(); + + // Editor light sprites + r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor"); + r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light"); + r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow"); + r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight"); + r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight"); + r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection"); } void R_Shadow_ValidateCvars(void) @@ -945,47 +1286,46 @@ void R_Shadow_ValidateCvars(void) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } -// light currently being rendered -rtlight_t *r_shadow_rtlight; - -// this is the location of the light in entity space -vec3_t r_shadow_entitylightorigin; -// this transforms entity coordinates to light filter cubemap coordinates -// (also often used for other purposes) -matrix4x4_t r_shadow_entitytolight; -// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes -// of attenuation texturing in full 3D (Z result often ignored) -matrix4x4_t r_shadow_entitytoattenuationxyz; -// this transforms only the Z to S, and T is always 0.5 -matrix4x4_t r_shadow_entitytoattenuationz; - void R_Shadow_RenderMode_Begin(void) { + GLint drawbuffer; + GLint readbuffer; R_Shadow_ValidateCvars(); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) - || r_shadow_lightattenuationpower.value != r_shadow_attenpower - || r_shadow_lightattenuationscale.value != r_shadow_attenscale) + || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias + || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale) R_Shadow_MakeTextures(); CHECKGLERROR - R_Mesh_ColorPointer(NULL); + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthRange(0, 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); GL_DepthMask(false); GL_Color(0, 0, 0, 1); - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; if (gl_ext_separatestencil.integer) - r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL; + { + r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL; + r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL; + } else if (gl_ext_stenciltwoside.integer) - r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE; + { + r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE; + r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE; + } else - r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL; + { + r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL; + r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL; + } if (r_glsl.integer && gl_support_fragment_shader) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; @@ -993,71 +1333,180 @@ void R_Shadow_RenderMode_Begin(void) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3; else r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; + + CHECKGLERROR + qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR + qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR + r_shadow_drawbuffer = drawbuffer; + r_shadow_readbuffer = readbuffer; } -void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight) +void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) { - r_shadow_rtlight = rtlight; + rsurface.rtlight = rtlight; } void R_Shadow_RenderMode_Reset(void) { CHECKGLERROR - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE) { - qglUseProgramObjectARB(0);CHECKGLERROR + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) + if (gl_support_ext_framebuffer_object) { - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR } - R_Mesh_ColorPointer(NULL); + qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR + qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR + R_SetViewport(&r_refdef.view.viewport); + GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); + GL_DepthRange(0, 1); GL_DepthTest(true); GL_DepthMask(false); qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + GL_PolygonOffset(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_CullFace(r_refdef.view.cullface_back); GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); + R_SetupGenericShader(false); + CHECKGLERROR } -void R_Shadow_RenderMode_StencilShadowVolumes(void) +void R_Shadow_ClearStencil(void) { CHECKGLERROR + GL_Clear(GL_STENCIL_BUFFER_BIT); + r_refdef.stats.lights_clears++; +} + +void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) +{ + r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail; + if (r_shadow_rendermode == mode) + return; + CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_ColorMask(0, 0, 0, 0); - qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR + GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR + R_SetupDepthOrShadowShader(); qglDepthFunc(GL_LESS);CHECKGLERROR qglEnable(GL_STENCIL_TEST);CHECKGLERROR - r_shadow_rendermode = r_shadow_shadowingrendermode; - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL) + r_shadow_rendermode = mode; + switch(mode) { + default: + break; + case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL: 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) - { + qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + break; + case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL: + GL_CullFace(GL_NONE); + qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + break; + case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE: + GL_CullFace(GL_NONE); + qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + break; + case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE: GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR - qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces + qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR - qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces + qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + break; } - GL_Clear(GL_STENCIL_BUFFER_BIT); - r_refdef.stats.lights_clears++; } -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) +void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) +{ + int status; + int maxsize; + float nearclip, farclip, bias; + r_viewport_t viewport; + CHECKGLERROR + maxsize = r_shadow_shadowmapmaxsize; + nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; + farclip = 1.0f; + bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius; + // complex unrolled cube approach (more flexible) + if (!r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod]) + r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod] = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection", size, r_shadow_shadowmapborder); + if (!r_shadow_shadowmaprectangletexture) + { +#if 1 + r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapfilter == 1 || r_shadow_shadowmapfilter == 2); + qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR +#endif + } + CHECKGLERROR + R_Shadow_RenderMode_Reset(); + if (r_shadow_shadowmaprectangletexture) + { + // render depth into the fbo, do not render color at all + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR + qglDrawBuffer(GL_NONE);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + { + Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); + Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); + } + R_SetupDepthOrShadowShader(); + } + else + { + R_SetupShowDepthShader(); + qglClearColor(1,1,1,1);CHECKGLERROR + } + R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL); + r_shadow_shadowmap_texturescale[0] = 2*size; + r_shadow_shadowmap_texturescale[1] = 3*size; + r_shadow_shadowmap_texturescale[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip); + r_shadow_shadowmap_texturescale[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias; + // compat for ALU cubemap calcs + r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder); + r_shadow_shadowmap_parameters[1] = size; + r_shadow_shadowmap_parameters[2] = r_shadow_shadowmap_texturescale[2]; + r_shadow_shadowmap_parameters[3] = r_shadow_shadowmap_texturescale[3]; + r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE; + CHECKGLERROR + R_SetViewport(&viewport); + GL_PolygonOffset(0, 0); + GL_CullFace(GL_NONE); // quake is backwards + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); + GL_DepthMask(true); + GL_DepthTest(true); + qglClearDepth(1);CHECKGLERROR + CHECKGLERROR + if (clear) + qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + CHECKGLERROR +} + +void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping) { CHECKGLERROR R_Shadow_RenderMode_Reset(); @@ -1077,21 +1526,21 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal - R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse - R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss - R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter - R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog - R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants - R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt - R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap - R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow - //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0); + R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); CHECKGLERROR + if (shadowmapping) + { + R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture)); + CHECKGLERROR + R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])); + CHECKGLERROR + } } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX) + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + CHECKGLERROR } void R_Shadow_RenderMode_VisibleShadowVolumes(void) @@ -1099,9 +1548,10 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void) CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthRange(0, 1); GL_DepthTest(r_showshadowvolumes.integer < 2); - GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1); - qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR + GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1); + GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR GL_CullFace(GL_NONE); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; } @@ -1111,8 +1561,9 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthRange(0, 1); GL_DepthTest(r_showlighting.integer < 2); - GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1); + GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1); if (!transparent) { qglDepthFunc(GL_EQUAL);CHECKGLERROR @@ -1131,61 +1582,102 @@ void R_Shadow_RenderMode_End(void) R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); GL_DepthMask(true); - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } +int bboxedges[12][2] = +{ + // top + {0, 1}, // +X + {0, 2}, // +Y + {1, 3}, // Y, +X + {2, 3}, // X, +Y + // bottom + {4, 5}, // +X + {4, 6}, // +Y + {5, 7}, // Y, +X + {6, 7}, // X, +Y + // verticals + {0, 4}, // +Z + {1, 5}, // X, +Z + {2, 6}, // Y, +Z + {3, 7}, // XY, +Z +}; + qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { int i, ix1, iy1, ix2, iy2; float x1, y1, x2, y2; vec4_t v, v2; - rmesh_t mesh; - mplane_t planes[11]; - float vertex3f[256*3]; + float vertex[20][3]; + int j, k; + vec4_t plane4f; + int numvertices; + float corner[8][4]; + float dist[8]; + int sign[8]; + float f; + + r_shadow_lightscissor[0] = r_refdef.view.viewport.x; + r_shadow_lightscissor[1] = r_refdef.view.viewport.y; + r_shadow_lightscissor[2] = r_refdef.view.viewport.width; + r_shadow_lightscissor[3] = r_refdef.view.viewport.height; + + if (!r_shadow_scissor.integer) + return false; // if view is inside the light box, just say yes it's visible - if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs)) - { - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs)) return false; + + x1 = y1 = x2 = y2 = 0; + + // transform all corners that are infront of the nearclip plane + VectorNegate(r_refdef.view.frustum[4].normal, plane4f); + plane4f[3] = r_refdef.view.frustum[4].dist; + numvertices = 0; + for (i = 0;i < 8;i++) + { + Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1); + dist[i] = DotProduct4(corner[i], plane4f); + sign[i] = dist[i] > 0; + if (!sign[i]) + { + VectorCopy(corner[i], vertex[numvertices]); + numvertices++; + } + } + // if some points are behind the nearclip, add clipped edge points to make + // sure that the scissor boundary is complete + if (numvertices > 0 && numvertices < 8) + { + // add clipped edge points + for (i = 0;i < 12;i++) + { + j = bboxedges[i][0]; + k = bboxedges[i][1]; + if (sign[j] != sign[k]) + { + f = dist[j] / (dist[j] - dist[k]); + VectorLerp(corner[j], f, corner[k], vertex[numvertices]); + numvertices++; + } + } } - // create a temporary brush describing the area the light can affect in worldspace - VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist; - VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist; - VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist; - VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist; - VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist; - VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0]; - VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0]; - VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1]; - VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1]; - VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2]; - VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2]; - - // turn the brush into a mesh - memset(&mesh, 0, sizeof(rmesh_t)); - mesh.maxvertices = 256; - mesh.vertex3f = vertex3f; - mesh.epsilon2 = (1.0f / (32.0f * 32.0f)); - R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes); - - // if that mesh is empty, the light is not visible at all - if (!mesh.numvertices) + // if we have no points to check, the light is behind the view plane + if (!numvertices) return true; - if (!r_shadow_scissor.integer) - return false; - - // if that mesh is not empty, check what area of the screen it covers + // if we have some points to transform, check what screen area is covered x1 = y1 = x2 = y2 = 0; v[3] = 1.0f; - //Con_Printf("%i vertices to transform...\n", mesh.numvertices); - for (i = 0;i < mesh.numvertices;i++) + //Con_Printf("%i vertices to transform...\n", numvertices); + for (i = 0;i < numvertices;i++) { - VectorCopy(mesh.vertex3f + i * 3, v); - GL_TransformToScreen(v, v2); + VectorCopy(vertex[i], v); + R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); if (i) { @@ -1203,228 +1695,303 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // now convert the scissor rectangle to integer screen coordinates ix1 = (int)(x1 - 1.0f); - iy1 = (int)(y1 - 1.0f); + iy1 = vid.height - (int)(y2 - 1.0f); ix2 = (int)(x2 + 1.0f); - iy2 = (int)(y2 + 1.0f); + iy2 = vid.height - (int)(y1 + 1.0f); //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); // clamp it to the screen - if (ix1 < r_view.x) ix1 = r_view.x; - if (iy1 < r_view.y) iy1 = r_view.y; - if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width; - if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height; + if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x; + if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y; + if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width; + if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height; // if it is inside out, it's not visible if (ix2 <= ix1 || iy2 <= iy1) return true; // the light area is visible, set up the scissor rectangle - GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR - //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR + r_shadow_lightscissor[0] = ix1; + r_shadow_lightscissor[1] = iy1; + r_shadow_lightscissor[2] = ix2 - ix1; + r_shadow_lightscissor[3] = iy2 - iy1; + r_refdef.stats.lights_scissored++; 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) { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]); - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]); - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]); + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f); + } + else + VectorCopy(ambientcolor, color4f); if (r_refdef.fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + float f; + f = FogPoint_Model(vertex3f); VectorScale(color4f, f, color4f); } + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + VectorCopy(ambientcolor, color4f); + if (r_refdef.fogenabled) + { + float f; + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } else if (r_textureunits.integer >= 2) { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + } + else + { + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + } + if (r_refdef.fogenabled) + { + float f; + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } } else + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; + if (r_refdef.fogenabled) + { + float f; + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } } - if (r_refdef.fogenabled) - { - float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); - VectorScale(color4f, f, color4f); - } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } else { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = DotProduct(v, v)) < 1) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - dist = sqrt(dist); - distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); + Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + } + else + { + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + } + if (r_refdef.fogenabled) + { + float f; + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } } else + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { + distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; + if (r_refdef.fogenabled) + { + float f; + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } } - if (r_refdef.fogenabled) - { - float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); - VectorScale(color4f, f, color4f); - } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } } // 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(rsurface.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(rsurface.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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes - GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); } -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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - 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); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); + if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + else + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); + R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix); + R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); + R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); + if (rsurface.texture->backgroundcurrentskinframe) + { + R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); + R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); + R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); + R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); + } + //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); + R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); + if(rsurface.texture->colormapping) + { + R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + } + R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture)); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + 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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b) { // shared final code for all the dot3 layers int renders; - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); } } -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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) { rmeshstate_t m; // colorscale accounts for how much we multiply the brightness @@ -1435,67 +2002,91 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac // // Limit mult to 64 for sanity sake. GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4) + if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4) { // 3 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[1] = rsurface_texture->currenttexmatrix; - m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytolight; + m.pointer_texcoord[1] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[1] = rsurface.texture->currenttexmatrix; + m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; + m.texmatrix[2] = rsurface.entitytolight; GL_BlendFunc(GL_ONE, GL_ONE); } - else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2) + else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2) { // 2 3D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[1] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[1] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[1] = rsurface.texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } - else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) + else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube) { // 4 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[2] = rsurface_texture->currenttexmatrix; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + m.pointer_texcoord[2] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[2] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[3] = rsurface_vertex3f; - m.texmatrix[3] = r_shadow_entitytolight; + m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[3] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset; + m.texmatrix[3] = rsurface.entitytolight; } GL_BlendFunc(GL_ONE, GL_ONE); } - else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube) + else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube) { // 3 2D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[2] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[2] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[2] = rsurface.texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else @@ -1503,36 +2094,43 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, 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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) { rmeshstate_t m; // colorscale accounts for how much we multiply the brightness @@ -1544,105 +2142,129 @@ 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) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; + m.texmatrix[2] = rsurface.entitytoattenuationxyz; 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube) { // 1/2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube) + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube) { // 2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationxyz; GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_textureunits.integer >= 4) @@ -1651,33 +2273,44 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; + m.texmatrix[2] = rsurface.entitytoattenuationxyz; m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[3] = rsurface_vertex3f; - m.texmatrix[3] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[3] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset; + m.texmatrix[3] = rsurface.entitytoattenuationz; 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -1686,50 +2319,60 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, 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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) { float glossexponent; rmeshstate_t m; @@ -1738,88 +2381,101 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa // return; GL_Color(1,1,1,1); // generate normalization cubemap texcoords - R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) + R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i); + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube) { // 2/0/0/1/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fourth pass memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! { // 2/0/0/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationxyz; GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else @@ -1827,163 +2483,160 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa // 2/0/0/2/2 2D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - GL_LockArrays(0, 0); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, 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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // ARB path (any Geforce, any Radeon) - qboolean doambient = r_shadow_rtlight->ambientscale > 0; - qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0; + qboolean doambient = ambientscale > 0; + qboolean dodiffuse = diffusescale > 0; qboolean dospecular = specularscale > 0; if (!doambient && !dodiffuse && !dospecular) return; - RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); - R_Mesh_ColorPointer(NULL); + R_Mesh_ColorPointer(NULL, 0, 0); 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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.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, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale); } -void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2) +static void R_Shadow_RenderLighting_Light_Vertex_Pass(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 maxtriangles = 4096; + int newelements[4096*3]; + 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 >= maxtriangles) + { + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0); + 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, 0, newnumtriangles, newelements, NULL, 0, 0); stop = false; } - GL_LockArrays(0, 0); // if we couldn't find any lit triangles, exit early if (stop) break; @@ -1992,23 +2645,17 @@ 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) @@ -2016,105 +2663,120 @@ 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // OpenGL 1.1 path (anything) - model_t *model = rsurface_entity->model; float ambientcolorbase[3], diffusecolorbase[3]; float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; rmeshstate_t m; - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase); - VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants); - VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants); - VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt); - VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - R_Mesh_ColorPointer(rsurface_array_color4f); + VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase); + VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase); + VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants); + VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants); + VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt); + VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; if (r_textureunits.integer >= 2) { // voodoo2 or TNT m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; - m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = rsurface.entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; if (r_textureunits.integer >= 3) { // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.texmatrix[2] = r_shadow_entitytoattenuationz; - m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.texmatrix[2] = rsurface.entitytoattenuationz; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; } } R_Mesh_TextureState(&m); - 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_Mesh_TexBind(0, R_GetTexture(basetexture)); + R_Shadow_RenderLighting_Light_Vertex_Pass(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(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(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt); } } -void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) +extern cvar_t gl_lightmaps; +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject) { - // FIXME: support MATERIALFLAG_NODEPTHTEST + float ambientscale, diffusescale, specularscale; vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; + rtexture_t *nmap; // calculate colors to render this texture with - lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha; - lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha; - lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha; - if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0]; + lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1]; + lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2]; + ambientscale = rsurface.rtlight->ambientscale; + diffusescale = rsurface.rtlight->diffusescale; + specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; + if (!r_shadow_usenormalmap.integer) + { + ambientscale += 1.0f * diffusescale; + diffusescale = 0; + specularscale = 0; + } + if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces - if (rsurface_texture->colormapping) - { - 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); + RSurf_SetupDepthAndCulling(); + nmap = rsurface.texture->currentskinframe->nmap; + if (gl_lightmaps.integer) + nmap = r_texture_blanknormalmap; + if (rsurface.texture->colormapping && !gl_lightmaps.integer) + { + qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f); + qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f); if (dopants) { - lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0]; - lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1]; - lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2]; + lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0]; + lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1]; + lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2]; } else VectorClear(lightcolorpants); if (doshirt) { - lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0]; - lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1]; - lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2]; + lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0]; + lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1]; + lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2]; } else VectorClear(lightcolorshirt); switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, 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); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, 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->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, 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->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, 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->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, 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; } } @@ -2123,26 +2785,26 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, 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); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, 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->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, 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->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, 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->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, 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(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) +void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { matrix4x4_t tempmatrix = *matrix; Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1); @@ -2154,6 +2816,7 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec memset(rtlight, 0, sizeof(*rtlight)); // copy the properties + rtlight->matrix_lighttoworld = tempmatrix; Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix); Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin); rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix); @@ -2186,10 +2849,13 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces; - entity_render_t *ent = r_refdef.worldentity; - model_t *model = r_refdef.worldmodel; + int i; + int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes; + int lighttris, shadowtris, shadowzpasstris, shadowzfailtris; + entity_render_t *ent = r_refdef.scene.worldentity; + dp_model_t *model = r_refdef.scene.worldmodel; unsigned char *data; + shadowmesh_t *mesh; // compile the light rtlight->compiled = true; @@ -2210,22 +2876,32 @@ 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, r_shadow_buffer_visitingleafpvs); 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, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); // now we're done compiling the rtlight @@ -2237,137 +2913,444 @@ void R_RTLight_Compile(rtlight_t *rtlight) //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); - shadowmeshes = 0; + shadowzpasstris = 0; + if (rtlight->static_meshchain_shadow_zpass) + for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next) + shadowzpasstris += mesh->numtriangles; + + shadowzfailtris = 0; + if (rtlight->static_meshchain_shadow_zfail) + for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next) + shadowzfailtris += 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_meshchain_shadow) - { - shadowmesh_t *mesh; - for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) - { - shadowmeshes++; - shadowtris += mesh->numtriangles; - } - } + 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 zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris); } void R_RTLight_Uncompile(rtlight_t *rtlight) { if (rtlight->compiled) { - if (rtlight->static_meshchain_shadow) - Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow); - rtlight->static_meshchain_shadow = NULL; + if (rtlight->static_meshchain_shadow_zpass) + Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass); + rtlight->static_meshchain_shadow_zpass = NULL; + if (rtlight->static_meshchain_shadow_zfail) + Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail); + rtlight->static_meshchain_shadow_zfail = 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; } } void R_Shadow_UncompileWorldLights(void) { + size_t lightindex; dlight_t *light; - for (light = r_shadow_worldlightchain;light;light = light->next) + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; 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 rsurface.rtlight_frustumplanes definition for how much this array + // can hold + rsurface.rtlight_numfrustumplanes = 0; + + // haven't implemented a culling path for ortho rendering + if (!r_refdef.view.useperspective) + { + // check if the light is on screen and copy the 4 planes if it is + for (i = 0;i < 4;i++) + if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) + break; + if (i == 4) + for (i = 0;i < 4;i++) + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; + return; + } + +#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_refdef.view.frustum[i]) < -0.03125) + continue; + // copy the plane + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.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 (rsurface.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_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal); + VectorNormalize(plane.normal); + plane.dist = DotProduct(r_refdef.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_refdef.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 - 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); + 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_refdef.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; + } + // we have created a valid plane, compute extra info + PlaneClassify(&plane); + // copy the plane + rsurface.rtlight_frustumplanes[rsurface.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 (rsurface.rtlight_numfrustumplanes == 5) + break; +#endif + } + } +#endif + +#if 0 + for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++) + { + plane = rsurface.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_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.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++) + { + 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); + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + } + } +#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) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1]; + rsurface.rtlight_frustumplanes[rsurface.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], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]); + VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]); + VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]); + VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]); + VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]); + VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]); + VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]); + VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]); + oldnum = rsurface.rtlight_numfrustumplanes; + rsurface.rtlight_numfrustumplanes = 0; + for (j = 0;j < oldnum;j++) + { + // find the nearest point on the box to this plane + bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]); + for (i = 1;i < 8;i++) + { + dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]); + if (bestdist > dist) + bestdist = dist; + } + Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.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 (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125) + { + PlaneClassify(&rsurface.rtlight_frustumplanes[j]); + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j]; + } + } + } +#endif +} + +void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +{ + qboolean zpass; + shadowmesh_t *mesh; + int t, tend; + int surfacelistindex; + msurface_t *surface; + + RSurf_ActiveWorldEntity(); + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) + { + if (r_refdef.scene.worldentity->model) + r_refdef.scene.worldmodel->DrawShadowMap(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + return; + } + + if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) + { + CHECKGLERROR + zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); + R_Shadow_RenderMode_StencilShadowVolumes(zpass); + mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail; + for (;mesh;mesh = mesh->next) + { + r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; + R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f); + GL_LockArrays(0, mesh->numverts); + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) + { + // increment stencil if frontface is infront of depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); + // decrement stencil if backface is infront of depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) + { + // decrement stencil if backface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); + // increment stencil if frontface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } - CHECKGLERROR + R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); + GL_LockArrays(0, 0); } - else if (numsurfaces) + CHECKGLERROR + } + else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer) + { + R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - R_Mesh_Matrix(&ent->matrix); - model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs); + surface = r_refdef.scene.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.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); } + else if (numsurfaces) + r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity +} + +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, rsurface.rtlight->shadoworigin, relativeshadoworigin); + relativeshadowradius = rsurface.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; + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) + ent->model->DrawShadowMap(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); else - { - 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, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs); - } + ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity - RSurf_ActiveEntity(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); - Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin); + RSurf_ActiveModelEntity(ent, true, true); + GL_AlphaTest(false); + Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix); + Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); + Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); + Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); + if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + R_Mesh_TexMatrix(3, &rsurface.entitytolight); +} + +void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +{ + if (!r_refdef.scene.worldmodel->DrawLight) + return; + + // set up properties for rendering light onto this entity + RSurf_ActiveWorldEntity(); + GL_AlphaTest(false); + rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight; + Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); + Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); + VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) - R_Mesh_TexMatrix(3, &r_shadow_entitytolight); + R_Mesh_TexMatrix(3, &rsurface.entitytolight); + + r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist) +void R_Shadow_DrawEntityLight(entity_render_t *ent) { - model_t *model = ent->model; + dp_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->sortedmodelsurfaces, NULL); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } +/* +{{ 0, 0, 0}, "px", true, true, true}, +{{ 0, 90, 0}, "py", false, true, false}, +{{ 0, 180, 0}, "nx", false, false, true}, +{{ 0, 270, 0}, "ny", true, false, false}, +{{-90, 180, 0}, "pz", false, false, true}, +{{ 90, 180, 0}, "nz", false, false, true} +*/ + +static const double shadowviewmat16[6][4][4] = +{ + { + {-1, 0, 0, 0}, + { 0, -1, 0, 0}, + { 0, 0, 1, 0}, + { 0, 0, 0, 1}, + }, + { + { 0, -1, 0, 0}, + {-1, 0, 0, 0}, + { 0, 0, 1, 0}, + { 0, 0, 0, 1}, + }, + { + {-1, 0, 0, 0}, + { 0, -1, 0, 0}, + { 0, 0, 1, 0}, + { 0, 0, 0, 1}, + }, + { + { 0, -1, 0, 0}, + {-1, 0, 0, 0}, + { 0, 0, 1, 0}, + { 0, 0, 0, 1}, + }, + { + { 0, 0, 1, 0}, + { 0, -1, 0, 0}, + { 1, 0, 0, 0}, + { 0, 0, 0, 1}, + }, + { + { 0, 0, -1, 0}, + { 0, -1, 0, 0}, + {-1, 0, 0, 0}, + { 0, 0, 0, 1}, + }, +}; + void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { - int i, usestencil; + int i; float f; int numleafs, numsurfaces; int *leaflist, *surfacelist; - unsigned char *leafpvs; + unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs; int numlightentities; + int numlightentities_noselfshadow; int numshadowentities; - entity_render_t *lightentities[MAX_EDICTS]; - entity_render_t *shadowentities[MAX_EDICTS]; + int numshadowentities_noselfshadow; + static entity_render_t *lightentities[MAX_EDICTS]; + static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; + static entity_render_t *shadowentities[MAX_EDICTS]; + static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; + vec3_t nearestpoint; + vec_t distance; + qboolean castshadows; + int lodlinear; // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) // skip lights that are basically invisible (color 0 0 0) @@ -2384,7 +3367,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; // look up the light style value at this time - f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; + f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, rtlight->currentcolor); /* if (rtlight->selected) @@ -2402,8 +3385,8 @@ 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); + VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins); + VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs); if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { @@ -2414,18 +3397,22 @@ 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) + else if (r_refdef.scene.worldmodel && r_refdef.scene.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, 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_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); + r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.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, r_shadow_buffer_visitingleafpvs); 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(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs)) + if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) return; } else @@ -2436,58 +3423,101 @@ 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) { for (i = 0;i < numleafs;i++) - if (r_viewcache.world_leafvisible[leaflist[i]]) + if (r_refdef.viewcache.world_leafvisible[leaflist[i]]) break; if (i == numleafs) return; } // set up a scissor rectangle for this light - if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs)) + if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) return; + R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); + // make a list of lit entities and shadow casting entities numlightentities = 0; + numlightentities_noselfshadow = 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; - } + numshadowentities_noselfshadow = 0; // add dynamic entities that are lit by the light if (r_drawentities.integer) { - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - model_t *model; - entity_render_t *ent = r_refdef.entities[i]; - if (BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_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))) + dp_model_t *model; + entity_render_t *ent = r_refdef.scene.entities[i]; + vec3_t org; + if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.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, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes)) + continue; + if (!(model = ent->model)) + continue; + if (r_refdef.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.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) + continue; + if (ent->flags & RENDER_NOSELFSHADOW) + lightentities_noselfshadow[numlightentities_noselfshadow++] = ent; + else + 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 - vec3_t org; 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; + { + // note: exterior models without the RENDER_NOSELFSHADOW + // flag still create a RENDER_NOSELFSHADOW shadow but + // are lit normally, this means that they are + // self-shadowing but do not shadow other + // RENDER_NOSELFSHADOW entities such as the gun + // (very weird, but keeps the player shadow off the gun) + if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; + else + 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.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) + continue; + // 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) + { + if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; + else + shadowentities[numshadowentities++] = ent; + } } } } // return if there's nothing at all to light - if (!numlightentities) + if (!numlightentities && !numsurfaces) return; // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); // make this the active rtlight for rendering purposes @@ -2495,77 +3525,198 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // count this light in the r_speeds r_refdef.stats.lights++; - usestencil = false; - if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) + if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) { - // draw stencil shadow volumes to mask off pixels that are in shadow - // so that they won't receive lighting - if (gl_stencil) + // optionally draw visible shape of the shadow volumes + // for performance analysis by level designers + R_Shadow_RenderMode_VisibleShadowVolumes(); + if (numsurfaces) + R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs); + for (i = 0;i < numshadowentities;i++) + R_Shadow_DrawEntityShadow(shadowentities[i]); + for (i = 0;i < numshadowentities_noselfshadow;i++) + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); + } + + if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow) + { + // optionally draw the illuminated areas + // for performance analysis by level designers + R_Shadow_RenderMode_VisibleLighting(false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + } + + castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows); + + nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]); + nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]); + nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]); + distance = VectorDistance(nearestpoint, r_refdef.view.origin); + lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance)); + lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer); + + if (castshadows && r_shadow_shadowmode && r_glsl.integer && gl_support_fragment_shader) + { + int side; + int size; + + r_shadow_shadowmaplod = 0; + for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++) + if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear) + r_shadow_shadowmaplod = i; + + size = bound(1, r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod, 2048); + + //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size); + + // render shadow casters into 6 sided depth texture + for (side = 0;side < 6;side++) { - usestencil = true; - R_Shadow_RenderMode_StencilShadowVolumes(); + R_Shadow_RenderMode_ShadowMap(side, true, size); + 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 - // for performance analysis by level designers - if (r_showshadowvolumes.integer) + if (numlightentities_noselfshadow) { - R_Shadow_RenderMode_VisibleShadowVolumes(); - for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist); + // render lighting using the depth texture as shadowmap + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(false, false, true); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } - } - if (numlightentities) - { + // render shadow casters into 6 sided depth texture + for (side = 0;side < 6;side++) + { + R_Shadow_RenderMode_ShadowMap(side, false, size); + for (i = 0;i < numshadowentities_noselfshadow;i++) + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); + } + + // render lighting using the depth texture as shadowmap + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(false, false, true); // 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); + R_Shadow_DrawEntityLight(lightentities[i]); + } + else if (castshadows && gl_stencil) + { + // draw stencil shadow volumes to mask off pixels that are in shadow + // so that they won't receive lighting + GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); + R_Shadow_ClearStencil(); + if (numsurfaces) + R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs); + for (i = 0;i < numshadowentities;i++) + R_Shadow_DrawEntityShadow(shadowentities[i]); + if (numlightentities_noselfshadow) + { + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(true, false, false); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + + // optionally draw the illuminated areas + // for performance analysis by level designers + if (r_showlighting.integer && r_refdef.view.showdebug) + { + R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + } + } + for (i = 0;i < numshadowentities_noselfshadow;i++) + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); - // optionally draw the illuminated areas - // for performance analysis by level designers - if (r_showlighting.integer) + if (numsurfaces + numlightentities) + { + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(true, false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + } + } + else + { + if (numsurfaces + numlightentities) { - R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false); + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(false, false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist); + R_Shadow_DrawEntityLight(lightentities[i]); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } } } +void R_Shadow_DrawLightSprites(void); void R_ShadowVolumeLighting(qboolean visible) { - int lnum, flag; + int flag; + int lnum; + size_t lightindex; dlight_t *light; + size_t range; - if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) - R_Shadow_EditLights_Reload_f(); + if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || r_shadow_shadowmode != r_shadow_shadowmapping.integer || r_shadow_shadowmapfilter != r_shadow_shadowmapping_filterquality.integer || r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16)) + R_Shadow_FreeShadowMaps(); + + if (r_editlights.integer) + R_Shadow_DrawLightSprites(); R_Shadow_RenderMode_Begin(); - flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) { - for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) - if (lnum == r_shadow_debuglight.integer && (light->flags & flag)) - R_DrawRTLight(&light->rtlight, visible); + lightindex = r_shadow_debuglight.integer; + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_DrawRTLight(&light->rtlight, visible); } else - for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) - if (light->flags & flag) + { + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) R_DrawRTLight(&light->rtlight, visible); - if (r_refdef.rtdlight) - for (lnum = 0;lnum < r_refdef.numlights;lnum++) - R_DrawRTLight(&r_refdef.lights[lnum], visible); + } + } + if (r_refdef.scene.rtdlight) + for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) + R_DrawRTLight(r_refdef.scene.lights[lnum], visible); R_Shadow_RenderMode_End(); } -extern void R_SetupView(const matrix4x4_t *matrix); +extern const float r_screenvertex3f[12]; +extern void R_SetupView(qboolean allowwaterclippingplane); +extern void R_ResetViewRendering3D(void); +extern void R_ResetViewRendering2D(void); +extern cvar_t r_shadows; +extern cvar_t r_shadows_darken; +extern cvar_t r_shadows_drawafterrtlighting; +extern cvar_t r_shadows_castfrombmodels; extern cvar_t r_shadows_throwdistance; +extern cvar_t r_shadows_throwdirection; void R_DrawModelShadows(void) { int i; @@ -2574,84 +3725,270 @@ void R_DrawModelShadows(void) vec3_t relativelightorigin; vec3_t relativelightdirection; vec3_t relativeshadowmins, relativeshadowmaxs; - float vertex3f[12]; + vec3_t tmp, shadowdir; 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; + R_ResetViewRendering3D(); + //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); + //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + R_Shadow_RenderMode_Begin(); + R_Shadow_RenderMode_ActiveLight(NULL); + r_shadow_lightscissor[0] = r_refdef.view.x; + r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height; + r_shadow_lightscissor[2] = r_refdef.view.width; + r_shadow_lightscissor[3] = r_refdef.view.height; + R_Shadow_RenderMode_StencilShadowVolumes(false); - 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; + // get shadow dir + if (r_shadows.integer == 2) + { + Math_atov(r_shadows_throwdirection.string, shadowdir); + VectorNormalize(shadowdir); + } - R_Shadow_RenderMode_StencilShadowVolumes(); + R_Shadow_ClearStencil(); - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.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)) + ent = r_refdef.scene.entities[i]; + + // cast shadows from anything of the map (submodels are optional) + if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (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); + if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction + Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); + else + { + if(ent->entitynumber != 0) + { + // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) + int entnum, entnum2, recursion; + entnum = entnum2 = ent->entitynumber; + for(recursion = 32; recursion > 0; --recursion) + { + entnum2 = cl.entities[entnum].state_current.tagentity; + if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) + entnum = entnum2; + else + break; + } + if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain + { + VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); + // transform into modelspace of OUR entity + Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); + } + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); - R_Mesh_Matrix(&ent->matrix); - ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); + RSurf_ActiveModelEntity(ent, false, false); + ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } } // 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; + R_Shadow_RenderMode_End(); // 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_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + //GL_ScissorTest(true); + //R_Mesh_Matrix(&identitymatrix); + //R_Mesh_ResetTextureState(); + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + R_SetupGenericShader(false); + + // set up a 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 + //GL_DepthRange(0, 1); + //GL_DepthTest(false); + //GL_DepthMask(false); + //GL_PolygonOffset(0, 0);CHECKGLERROR + GL_Color(0, 0, 0, r_shadows_darken.value); + //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.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); + R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); - // restoring the perspective view is done by R_RenderScene - //R_SetupView(&r_view.matrix); + // restore the viewport + R_SetViewport(&r_refdef.view.viewport); // restore other state to normal - R_Shadow_RenderMode_End(); + //R_Shadow_RenderMode_End(); +} + +void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) +{ + float zdist; + vec3_t centerorigin; + // if it's too close, skip it + if (VectorLength(rtlight->color) < (1.0f / 256.0f)) + return; + zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward)); + if (zdist < 32) + return; + if (usequery && r_numqueries + 2 <= r_maxqueries) + { + rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++]; + rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++]; + VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin); + + CHECKGLERROR + // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers + qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); + qglDepthFunc(GL_ALWAYS); + R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); + qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + qglDepthFunc(GL_LEQUAL); + qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); + R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); + qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + CHECKGLERROR + } + rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); +} + +void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) +{ + vec3_t color; + GLint allpixels = 0, visiblepixels = 0; + // now we have to check the query result + if (rtlight->corona_queryindex_visiblepixels) + { + CHECKGLERROR + qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); + qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); + CHECKGLERROR + //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels); + if (visiblepixels < 1 || allpixels < 1) + return; + rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1); + cscale *= rtlight->corona_visibility; + } + else + { + // FIXME: these traces should scan all render entities instead of cl.world + if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + return; + } + VectorScale(rtlight->color, cscale, color); + if (VectorLength(color) > (1.0f / 256.0f)) + R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1); +} + +void R_DrawCoronas(void) +{ + int i, flag; + qboolean usequery; + size_t lightindex; + dlight_t *light; + rtlight_t *rtlight; + size_t range; + if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer) + return; + if (r_waterstate.renderingscene) + return; + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + R_Mesh_Matrix(&identitymatrix); + + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + + // check occlusion of coronas + // use GL_ARB_occlusion_query if available + // otherwise use raytraces + r_numqueries = 0; + usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer; + if (usequery) + { + GL_ColorMask(0,0,0,0); + if (r_maxqueries < (range + r_refdef.scene.numlights) * 2) + if (r_maxqueries < R_MAX_OCCLUSION_QUERIES) + { + i = r_maxqueries; + r_maxqueries = (range + r_refdef.scene.numlights) * 4; + r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES); + CHECKGLERROR + qglGenQueriesARB(r_maxqueries - i, r_queries + i); + CHECKGLERROR + } + } + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + rtlight->corona_visibility = 0; + rtlight->corona_queryindex_visiblepixels = 0; + rtlight->corona_queryindex_allpixels = 0; + if (!(rtlight->flags & flag)) + continue; + if (rtlight->corona <= 0) + continue; + if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex) + continue; + R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery); + } + for (i = 0;i < r_refdef.scene.numlights;i++) + { + rtlight = r_refdef.scene.lights[i]; + rtlight->corona_visibility = 0; + rtlight->corona_queryindex_visiblepixels = 0; + rtlight->corona_queryindex_allpixels = 0; + if (!(rtlight->flags & flag)) + continue; + if (rtlight->corona <= 0) + continue; + R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery); + } + if (usequery) + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + + // now draw the coronas using the query data for intensity info + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + if (rtlight->corona_visibility <= 0) + continue; + R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); + } + for (i = 0;i < r_refdef.scene.numlights;i++) + { + rtlight = r_refdef.scene.lights[i]; + if (rtlight->corona_visibility <= 0) + continue; + if (gl_flashblend.integer) + R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f); + else + R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); + } } + //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; typedef struct suffixinfo_s { @@ -2692,7 +4029,7 @@ static int componentorder[4] = {0, 1, 2, 3}; rtexture_t *R_Shadow_LoadCubemap(const char *basename) { int i, j, cubemapsize; - unsigned char *cubemappixels, *image_rgba; + unsigned char *cubemappixels, *image_buffer; rtexture_t *cubemaptexture; char name[256]; // must start 0 so the first loadimagepixels has no requested width/height @@ -2708,10 +4045,10 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) // generate an image name based on the base and and suffix dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it - if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) + if ((image_buffer = loadimagepixelsbgra(name, false, false))) { // an image loaded, make sure width and height are equal - if (image_width == image_height) + if (image_width == image_height && (!cubemappixels || image_width == cubemapsize)) { // if this is the first image to load successfully, allocate the cubemap memory if (!cubemappixels && image_width >= 1) @@ -2722,30 +4059,37 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) } // copy the image with any flipping needed by the suffix (px and posx types don't need flipping) if (cubemappixels) - Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); + Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); } else Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); // free the image - Mem_Free(image_rgba); + Mem_Free(image_buffer); } } } // if a cubemap loaded, upload it if (cubemappixels) { + if (developer_loading.integer) + Con_Printf("loading cubemap \"%s\"\n", basename); + if (!r_shadow_filters_texturepool) r_shadow_filters_texturepool = R_AllocTexturePool(); - cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL); Mem_Free(cubemappixels); } else { - Con_Printf("Failed to load Cubemap \"%s\", tried ", basename); - for (j = 0;j < 3;j++) - for (i = 0;i < 6;i++) - Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); - Con_Print(" and was unable to find any of them.\n"); + Con_DPrintf("failed to load cubemap \"%s\"\n", basename); + if (developer_loading.integer) + { + Con_Printf("(tried tried images "); + for (j = 0;j < 3;j++) + for (i = 0;i < 6;i++) + Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); + Con_Print(" and was unable to find any of them).\n"); + } } return cubemaptexture; } @@ -2755,30 +4099,33 @@ rtexture_t *R_Shadow_Cubemap(const char *basename) int i; for (i = 0;i < numcubemaps;i++) if (!strcasecmp(cubemaps[i].basename, basename)) - return cubemaps[i].texture; + return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube; if (i >= MAX_CUBEMAPS) return r_texture_whitecube; numcubemaps++; strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename)); cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); - if (!cubemaps[i].texture) - cubemaps[i].texture = r_texture_whitecube; return cubemaps[i].texture; } void R_Shadow_FreeCubemaps(void) { + int i; + for (i = 0;i < numcubemaps;i++) + { + if (developer_loading.integer) + Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename); + if (cubemaps[i].texture) + R_FreeTexture(cubemaps[i].texture); + } + numcubemaps = 0; R_FreeTexturePool(&r_shadow_filters_texturepool); } dlight_t *R_Shadow_NewWorldLight(void) { - dlight_t *light; - light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t)); - light->next = r_shadow_worldlightchain; - r_shadow_worldlightchain = light; - return light; + return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray); } 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) @@ -2819,19 +4166,23 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve void R_Shadow_FreeWorldLight(dlight_t *light) { - dlight_t **lightpointer; + if (r_shadow_selectedlight == light) + r_shadow_selectedlight = NULL; R_RTLight_Uncompile(&light->rtlight); - for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next); - if (*lightpointer != light) - Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain"); - *lightpointer = light->next; - Mem_Free(light); + Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light); } void R_Shadow_ClearWorldLights(void) { - while (r_shadow_worldlightchain) - R_Shadow_FreeWorldLight(r_shadow_worldlightchain); + size_t lightindex; + dlight_t *light; + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light) + R_Shadow_FreeWorldLight(light); + } r_shadow_selectedlight = NULL; R_Shadow_FreeCubemaps(); } @@ -2848,48 +4199,77 @@ void R_Shadow_SelectLight(dlight_t *light) void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { // this is never batched (there can be only one) - float scale = r_editlights_cursorgrid.value * 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1); } void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { + float intensity; + float s; + vec3_t spritecolor; + cachepic_t *pic; + // this is never batched (due to the ent parameter changing every time) // so numsurfaces == 1 and surfacelist[0] == lightnumber - float intensity; const dlight_t *light = (dlight_t *)ent; - intensity = 0.5; + s = EDLIGHTSPRSIZE; + intensity = 0.5f; + VectorScale(light->color, intensity, spritecolor); + if (VectorLength(spritecolor) < 0.1732f) + VectorSet(spritecolor, 0.1f, 0.1f, 0.1f); + if (VectorLength(spritecolor) > 1.0f) + VectorNormalize(spritecolor); + + // draw light sprite + if (light->cubemapname[0] && !light->shadow) + pic = r_editlights_sprcubemapnoshadowlight; + else if (light->cubemapname[0]) + pic = r_editlights_sprcubemaplight; + else if (!light->shadow) + pic = r_editlights_sprnoshadowlight; + else + pic = r_editlights_sprlight; + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1); + // draw selection sprite if light is selected if (light->selected) - intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); - if (!light->shadow) - intensity *= 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1); + // VorteX todo: add normalmode/realtime mode light overlay sprites? } void R_Shadow_DrawLightSprites(void) { - int i; + size_t lightindex; dlight_t *light; - - for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next) - R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight); + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light) + R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); + } R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); } void R_Shadow_SelectLightInView(void) { float bestrating, rating, temp[3]; - dlight_t *best, *light; + dlight_t *best; + size_t lightindex; + dlight_t *light; + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked best = NULL; bestrating = 0; - for (light = r_shadow_worldlightchain;light;light = light->next) + for (lightindex = 0;lightindex < range;lightindex++) { - VectorSubtract(light->origin, r_view.origin, temp); - rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp))); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + VectorSubtract(light->origin, r_refdef.view.origin, temp); + rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp))); if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - 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) + if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) { bestrating = rating; best = light; @@ -2904,12 +4284,12 @@ void R_Shadow_LoadWorldLights(void) int n, a, style, shadow, flags; char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH]; float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale; - if (r_refdef.worldmodel == NULL) + if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL); if (lightsstring) @@ -2948,7 +4328,18 @@ void R_Shadow_LoadWorldLights(void) t++; } *s = 0; - a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); +#if _MSC_VER >= 1400 +#define sscanf sscanf_s +#endif + cubemapname[sizeof(cubemapname)-1] = 0; +#if MAX_QPATH != 128 +#error update this code if MAX_QPATH changes +#endif + a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname +#if _MSC_VER >= 1400 +, sizeof(cubemapname) +#endif +, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); *s = tempchar; if (a < 18) flags = LIGHTFLAG_REALTIMEMODE; @@ -2994,30 +4385,36 @@ void R_Shadow_LoadWorldLights(void) void R_Shadow_SaveWorldLights(void) { + size_t lightindex; dlight_t *light; size_t bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; char line[MAX_INPUTLINE]; - if (!r_shadow_worldlightchain) + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up... + // I hate lines which are 3 times my screen size :( --blub + if (!range) return; - if (r_refdef.worldmodel == NULL) + if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); bufchars = bufmaxchars = 0; buf = NULL; - for (light = r_shadow_worldlightchain;light;light = light->next) + for (lightindex = 0;lightindex < range;lightindex++) { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE) - sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2]) - sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); else - sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style); if (bufchars + strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; @@ -3047,12 +4444,12 @@ void R_Shadow_LoadLightsFile(void) int n, a, style; char tempchar, *lightsstring, *s, *t, name[MAX_QPATH]; float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; - if (r_refdef.worldmodel == NULL) + if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".lights", sizeof (name)); lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL); if (lightsstring) @@ -3102,21 +4499,21 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; char key[256], value[MAX_INPUTLINE]; - if (r_refdef.worldmodel == NULL) + if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } // try to load a .ent file first - FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key)); + FS_StripExtension (cl.worldmodel->name, key, sizeof (key)); strlcat (key, ".ent", sizeof (key)); data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL); // and if that is not found, fall back to the bsp file entity string if (!data) - data = r_refdef.worldmodel->brush.entities; + data = cl.worldmodel->brush.entities; if (!data) return; - for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++) + for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++) { type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; @@ -3134,7 +4531,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) islight = false; while (1) { - if (!COM_ParseTokenConsole(&data)) + if (!COM_ParseToken_Simple(&data, false, false)) break; // error if (com_token[0] == '}') break; // end of entity @@ -3144,7 +4541,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) strlcpy(key, com_token, sizeof(key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseTokenConsole(&data)) + if (!COM_ParseToken_Simple(&data, false, false)) break; // error strlcpy(value, com_token, sizeof(value)); @@ -3259,7 +4656,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) pflags = (int)atof(value); else if (!strcmp("effects", key)) effects = (int)atof(value); - else if (r_refdef.worldmodel->type == mod_brushq3) + else if (cl.worldmodel->type == mod_brushq3) { if (!strcmp("scale", key)) lightscale = atof(value); @@ -3317,8 +4714,8 @@ void R_Shadow_SetCursorLocationForView(void) vec_t dist, push; vec3_t dest, endpos; trace_t trace; - VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest); - trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); + VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); + trace = CL_Move(r_refdef.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; @@ -3326,7 +4723,7 @@ void R_Shadow_SetCursorLocationForView(void) if (push > dist) push = dist; push = -push; - VectorMA(trace.endpos, push, r_view.forward, endpos); + VectorMA(trace.endpos, push, r_refdef.view.forward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } else @@ -3344,7 +4741,6 @@ void R_Shadow_UpdateWorldLightSelection(void) { R_Shadow_SetCursorLocationForView(); R_Shadow_SelectLightInView(); - R_Shadow_DrawLightSprites(); } else R_Shadow_SelectLight(NULL); @@ -3357,22 +4753,22 @@ void R_Shadow_EditLights_Clear_f(void) void R_Shadow_EditLights_Reload_f(void) { - if (!r_refdef.worldmodel) + if (!cl.worldmodel) return; - strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname)); + strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname)); R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLights(); - if (r_shadow_worldlightchain == NULL) + if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) { R_Shadow_LoadLightsFile(); - if (r_shadow_worldlightchain == NULL) + if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } } void R_Shadow_EditLights_Save_f(void) { - if (!r_refdef.worldmodel) + if (!cl.worldmodel) return; R_Shadow_SaveWorldLights(); } @@ -3723,7 +5119,9 @@ void R_Shadow_EditLights_Edit_f(void) void R_Shadow_EditLights_EditAll_f(void) { + size_t lightindex; dlight_t *light; + size_t range; if (!r_editlights.integer) { @@ -3731,8 +5129,13 @@ void R_Shadow_EditLights_EditAll_f(void) return; } - for (light = r_shadow_worldlightchain;light;light = light->next) + // EditLights doesn't seem to have a "remove" command or something so: + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; R_Shadow_SelectLight(light); R_Shadow_EditLights_Edit_f(); } @@ -3741,36 +5144,47 @@ void R_Shadow_EditLights_EditAll_f(void) void R_Shadow_EditLights_DrawSelectedLightProperties(void) { int lightnumber, lightcount; + size_t lightindex, range; dlight_t *light; float x, y; char temp[256]; if (!r_editlights.integer) return; - x = 0; - y = con_vislines; + x = vid_conwidth.value - 240; + y = 5; + DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0); lightnumber = -1; lightcount = 0; - for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next) + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; if (light == r_shadow_selectedlight) - lightnumber = lightcount; - sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + lightnumber = lightindex; + lightcount++; + } + dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + y += 8; if (r_shadow_selectedlight == NULL) return; - sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void) @@ -3942,3 +5356,41 @@ void R_Shadow_EditLights_Init(void) Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); } + + +/* +============================================================================= + +LIGHT SAMPLING + +============================================================================= +*/ + +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic) +{ + VectorClear(diffusecolor); + VectorClear(diffusenormal); + + if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) + { + ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f); + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); + } + else + VectorSet(ambientcolor, 1, 1, 1); + + if (dynamic) + { + int i; + float f, v[3]; + rtlight_t *light; + for (i = 0;i < r_refdef.scene.numlights;i++) + { + light = r_refdef.scene.lights[i]; + Matrix4x4_Transform(&light->matrix_worldtolight, p, v); + f = 1 - VectorLength2(v); + if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) + VectorMA(ambientcolor, f, light->currentcolor, ambientcolor); + } + } +}