#define SHADOWSTAGE_NONE 0
#define SHADOWSTAGE_STENCIL 1
#define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_ERASESTENCIL 3
+#define SHADOWSTAGE_STENCILTWOSIDE 3
int r_shadowstage = SHADOWSTAGE_NONE;
int r_shadow_reloadlights = false;
cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
-cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
int c_rt_lights, c_rt_clears, c_rt_scissored;
int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
Cvar_RegisterVariable(&r_shadow_worldshadows);
Cvar_RegisterVariable(&r_shadow_dlightshadows);
- Cvar_RegisterVariable(&r_shadow_showtris);
Cvar_RegisterVariable(&r_shadow_staticworldlights);
Cvar_RegisterVariable(&r_shadow_cull);
+ Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
{
Cvar_SetValue("r_shadow_gloss", 2);
void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
{
- GL_VertexPointer(vertex3f);
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
// decrement stencil if frontface is behind depthbuffer
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
{
shadowmesh_t *mesh;
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- // decrement stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- for (mesh = firstmesh;mesh;mesh = mesh->next)
+ m.pointer_vertex = mesh->vertex3f;
+ R_Mesh_State(&m);
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- GL_VertexPointer(mesh->vertex3f);
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
}
- // increment stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- }
- for (mesh = firstmesh;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
if (r_shadow_texture3d.integer && !gl_texture3d)
Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+ if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+ Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_Color(0, 0, 0, 1);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
GL_ColorMask(0, 0, 0, 0);
GL_BlendFunc(GL_ONE, GL_ZERO);
qglDepthFunc(GL_LESS);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_ALWAYS, 128, 0xFF);
- r_shadowstage = SHADOWSTAGE_STENCIL;
+ qglStencilFunc(GL_ALWAYS, 128, ~0);
+ if (gl_ext_stenciltwoside.integer)
+ {
+ r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ }
+ else
+ {
+ r_shadowstage = SHADOWSTAGE_STENCIL;
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ }
GL_Clear(GL_STENCIL_BUFFER_BIT);
c_rt_clears++;
// LordHavoc note: many shadow volumes reside entirely inside the world
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_EQUAL, 128, 0xFF);
r_shadowstage = SHADOWSTAGE_LIGHT;
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
r_shadowstage = SHADOWSTAGE_NONE;
}
int renders;
float color[3], color2[3];
rmeshstate_t m;
- GL_VertexPointer(vertex3f);
if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
if (!bumptexture)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
m.pointer_texcoord[2] = varray_texcoord3f[2];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
if (lightcubemap)
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
{
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord[0] = varray_texcoord3f[0];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
if (lightcubemap)
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
{
// 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[1] = varray_texcoord3f[1];
m.pointer_texcoord[2] = varray_texcoord2f[2];
m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
if (lightcubemap)
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord[0] = varray_texcoord2f[0];
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
if (lightcubemap)
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_color = varray_color4f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
if (r_textureunits.integer >= 2)
m.pointer_texcoord[1] = varray_texcoord2f[1];
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
}
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
bumptexture = r_shadow_blankbumptexture;
if (glosstexture == r_shadow_blankglosstexture)
colorscale *= r_shadow_gloss2intensity.value;
- GL_VertexPointer(vertex3f);
GL_Color(1,1,1,1);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord[0] = varray_texcoord3f[0];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
if (lightcubemap)
{
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
m.pointer_texcoord[0] = texcoord2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, colorscale, color2);
{
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
{
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord[0] = varray_texcoord2f[0];
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
c_rt_lighttris += numtriangles;
memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
if (lightcubemap)
{
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
m.pointer_texcoord[0] = texcoord2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, colorscale, color2);
if (r_shadow_staticworldlights.integer && rtlight->compiled)
{
R_Mesh_Matrix(&ent->matrix);
- if (r_shadow_showtris.integer)
- {
- shadowmesh_t *mesh;
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- GL_ColorMask(1,1,1,1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0,0.1,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- {
- qglEnable(GL_STENCIL_TEST);
- GL_ColorMask(0,0,0,0);
- }
- }
R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
}
else
//R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
shadowmesh_t *mesh;
R_Mesh_Matrix(&ent->matrix);
- if (r_shadow_showtris.integer)
- {
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0.2,0,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- qglEnable(GL_STENCIL_TEST);
- }
for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
{
R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
if (visiblevolumes)
{
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
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_Printf(" and was unable to find any of them.\n");
+ Con_Print(" and was unable to find any of them.\n");
}
return cubemaptexture;
}
if (radius < 15 || DotProduct(color, color) < 0.03)
{
- Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+ Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
return;
}
float origin[3], radius, color[3], angles[3], corona;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
n = 0;
while (*s)
{
+ t = s;
+ /*
+ shadow = true;
+ for (;COM_Parse(t, true) && strcmp(
+ if (COM_Parse(t, true))
+ {
+ if (com_token[0] == '!')
+ {
+ shadow = false;
+ origin[0] = atof(com_token+1);
+ }
+ else
+ origin[0] = atof(com_token);
+ if (Com_Parse(t
+ }
+ */
t = s;
while (*s && *s != '\n')
s++;
return;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- 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 / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", 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 / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
data = cl.worldmodel->brush.entities;
vec3_t color;
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (Cmd_Argc() != 1)
{
- Con_Printf("r_editlights_spawn does not take parameters\n");
+ Con_Print("r_editlights_spawn does not take parameters\n");
return;
}
color[0] = color[1] = color[2] = 1;
char cubemapname[1024];
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
VectorCopy(r_shadow_selectedlight->origin, origin);
}
origin[2] += atof(Cmd_Argv(2));
}
- if (!strcmp(Cmd_Argv(1), "angles"))
+ else if (!strcmp(Cmd_Argv(1), "angles"))
{
if (Cmd_Argc() != 5)
{
}
radius = atof(Cmd_Argv(2));
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+ else if (!strcmp(Cmd_Argv(1), "style"))
{
if (Cmd_Argc() != 3)
{
}
style = atoi(Cmd_Argv(2));
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+ else if (!strcmp(Cmd_Argv(1), "cubemap"))
{
if (Cmd_Argc() > 3)
{
else
cubemapname[0] = 0;
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+ else if (!strcmp(Cmd_Argv(1), "shadows"))
{
if (Cmd_Argc() != 3)
{
}
else
{
- Con_Printf("usage: r_editlights_edit [property] [value]\n");
- Con_Printf("Selected light's properties:\n");
+ Con_Print("usage: r_editlights_edit [property] [value]\n");
+ Con_Print("Selected light's properties:\n");
Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
{
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
{
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
{
if (!r_editlights.integer)
{
- Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
void R_Shadow_EditLights_Help_f(void)
{
- Con_Printf(
+ Con_Print(
"Documentation on r_editlights system:\n"
"Settings:\n"
"r_editlights : enable/disable editing mode\n"