}
// light currently being rendered
-static rtlight_t *r_shadow_rtlight;
+rtlight_t *r_shadow_rtlight;
// light filter cubemap being used by the light
static rtexture_t *r_shadow_lightcubemap;
float color[3], color2[3], colorscale, specularscale;
rmeshstate_t m;
// FIXME: support MATERIALFLAG_NODEPTHTEST
- if (!basetexture)
- basetexture = r_texture_white;
- if (!bumptexture)
- bumptexture = r_texture_blanknormalmap;
- if (!pantstexture)
- lightcolorpants = vec3_origin;
- if (!shirttexture)
- lightcolorshirt = vec3_origin;
- if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
- else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = r_texture_white;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
- }
- else
- {
- glosstexture = r_texture_black;
- specularscale = 0;
- }
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
- return;
if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
{
int passes = 0;
// GLSL shader path (GFFX5200, Radeon 9500)
// TODO: add direct pants/shirt rendering
if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
passes++;
}
else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
{
// TODO: add direct pants/shirt rendering
if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (r_shadow_rtlight->ambientscale)
{
colorscale = r_shadow_rtlight->ambientscale;
{
// TODO: add direct pants/shirt rendering
if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (r_shadow_rtlight->ambientscale)
{
VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
// GLSL shader path (GFFX5200, Radeon 9500)
// TODO: add direct pants/shirt rendering
if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
R_Mesh_VertexPointer(vertex3f);
R_Mesh_TexCoordPointer(0, 2, texcoord2f);
R_Mesh_TexCoordPointer(1, 3, svector3f);
{
// TODO: add direct pants/shirt rendering
if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (r_shadow_rtlight->ambientscale)
{
GL_Color(1,1,1,1);
{
// TODO: add direct pants/shirt rendering
if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
if (r_shadow_rtlight->ambientscale)
{
GL_BlendFunc(GL_ONE, GL_ONE);
}
}
-void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
{
shadowmesh_t *mesh;
// set up properties for rendering light onto this entity
- r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
- r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
- r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+ r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
+ r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
+ r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
{
for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
+ {
+ rtexture_t *glosstexture = r_texture_black;
+ float specularscale = 0;
+ if (mesh->map_specular)
+ {
+ if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
+ {
+ glosstexture = mesh->map_specular;
+ specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
+ }
+ }
+ else
+ {
+ if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
+ {
+ glosstexture = r_texture_white;
+ specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
+ }
+ }
+ if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+ continue;
+ R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, r_texture_black, r_texture_black, mesh->map_normal, glosstexture);
+ }
}
else
ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);