R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
R_SHADOW_RENDERMODE_LIGHT_VERTEX,
- R_SHADOW_RENDERMODE_LIGHT_DOT3,
+ R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
+ R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
+ R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
R_SHADOW_RENDERMODE_LIGHT_GLSL,
R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
R_SHADOW_RENDERMODE_VISIBLELIGHTING,
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_dot3 = {CVAR_SAVE, "r_shadow_dot3", "0", "enables use of (slow) per pixel lighting on GL1.3 hardware"};
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_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 r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
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)"};
skinframe_t *r_editlights_sprcubemaplight;
skinframe_t *r_editlights_sprcubemapnoshadowlight;
skinframe_t *r_editlights_sprselection;
-extern cvar_t gl_max_size;
void R_Shadow_SetShadowMode(void)
{
- r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4);
+ r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
- if(r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object)
+ switch(vid.renderpath)
{
- if(r_shadow_shadowmapfilterquality < 0)
+ case RENDERPATH_GL20:
+ if(r_shadow_shadowmapping.integer && vid.support.ext_framebuffer_object)
{
- if(strstr(gl_vendor, "NVIDIA"))
+ if(r_shadow_shadowmapfilterquality < 0)
{
- r_shadow_shadowmapsampler = gl_support_arb_shadow;
- r_shadow_shadowmappcf = 1;
+ if(strstr(gl_vendor, "NVIDIA"))
+ {
+ r_shadow_shadowmapsampler = vid.support.arb_shadow;
+ r_shadow_shadowmappcf = 1;
+ }
+ else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
+ r_shadow_shadowmappcf = 1;
+ else if(strstr(gl_vendor, "ATI"))
+ r_shadow_shadowmappcf = 1;
+ else
+ r_shadow_shadowmapsampler = vid.support.arb_shadow;
}
- else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather)
- r_shadow_shadowmappcf = 1;
- else if(strstr(gl_vendor, "ATI"))
- r_shadow_shadowmappcf = 1;
else
- r_shadow_shadowmapsampler = gl_support_arb_shadow;
- }
- else
- {
- switch (r_shadow_shadowmapfilterquality)
{
+ switch (r_shadow_shadowmapfilterquality)
+ {
+ case 1:
+ r_shadow_shadowmapsampler = vid.support.arb_shadow;
+ break;
+ case 2:
+ r_shadow_shadowmapsampler = vid.support.arb_shadow;
+ r_shadow_shadowmappcf = 1;
+ break;
+ case 3:
+ r_shadow_shadowmappcf = 1;
+ break;
+ case 4:
+ r_shadow_shadowmappcf = 2;
+ break;
+ }
+ }
+ switch (r_shadow_shadowmaptexturetype)
+ {
+ case 0:
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ break;
case 1:
- r_shadow_shadowmapsampler = gl_support_arb_shadow;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
break;
case 2:
- r_shadow_shadowmapsampler = gl_support_arb_shadow;
- r_shadow_shadowmappcf = 1;
- break;
- case 3:
- r_shadow_shadowmappcf = 1;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
break;
- case 4:
- r_shadow_shadowmappcf = 2;
+ default:
+ if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ else if(vid.support.arb_texture_rectangle)
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
+ else
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
break;
}
}
- switch (r_shadow_shadowmaptexturetype)
- {
- case 0:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- case 1:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
- break;
- case 2:
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
- break;
- default:
- if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- else if(gl_texturerectangle)
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
- else
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- }
+ break;
+ case RENDERPATH_GL13:
+ break;
+ case RENDERPATH_GL11:
+ break;
}
}
R_Shadow_SetShadowMode();
+ if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
+ return;
+
+ CHECKGLERROR
+
if (r_shadow_fborectangle)
- qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
+ qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
r_shadow_fborectangle = 0;
- CHECKGLERROR
if (r_shadow_fbo2d)
- qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
+ qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
r_shadow_fbo2d = 0;
- CHECKGLERROR
for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
if (r_shadow_fbocubeside[i])
- qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);
+ qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
- CHECKGLERROR
if (r_shadow_shadowmaprectangletexture)
R_FreeTexture(r_shadow_shadowmaprectangletexture);
R_Shadow_EditLights_Reload_f();
}
-void R_Shadow_Help_f(void)
-{
- Con_Printf(
-"Documentation on r_shadow system:\n"
-"Settings:\n"
-"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
-"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
-"r_shadow_debuglight : render only this light number (-1 = all)\n"
-"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_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"
-"r_shadow_projectdistance : shadow volume projection distance\n"
-"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
-"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
-"r_shadow_realtime_world : use high quality world lighting mode\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_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"
-"Commands:\n"
-"r_shadow_help : this help\n"
- );
-}
-
void R_Shadow_Init(void)
{
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
- Cvar_RegisterVariable(&r_shadow_dot3);
Cvar_RegisterVariable(&r_shadow_usenormalmap);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_SetValue("r_shadow_gloss", 2);
Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
}
- 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();
Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
maxshadowtriangles = 0;
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 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
+ {
+ tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+ R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
+ R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+ }
else
{
// decide which type of shadow to generate and set stencil mode
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)
+ if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
{
for (z = 0;z < ATTEN3DSIZE;z++)
for (y = 0;y < ATTEN3DSIZE;y++)
R_Shadow_MakeTextures_MakeCorona();
// Editor light sprites
- r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
".3............3."
"..5...2332...5.."
".3............3."
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
"................"
"......1111......"
"................"
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
"................"
"......1111......"
"................"
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
"................"
"......2772......"
"................"
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+ r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
"................"
"................"
"......2772......"
"................"
"................"
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
- r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
+ r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
"................"
".777752..257777."
".742........247."
void R_Shadow_ValidateCvars(void)
{
- if (r_shadow_texture3d.integer && !gl_texture3d)
+ if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
Cvar_SetValueQuick(&r_shadow_texture3d, 0);
- if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
+ if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
- if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+ if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
- if (gl_ext_separatestencil.integer)
+ if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
{
r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
}
- else if (gl_ext_stenciltwoside.integer)
+ else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
{
r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
}
- if (r_glsl.integer && gl_support_fragment_shader)
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
- else if (gl_dot3arb && gl_texturecubemap && r_shadow_dot3.integer && gl_stencil)
- r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
- else
- r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
+ r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
+ else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
+ r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
+ else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
+ r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
+ else
+ r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
+ break;
+ }
CHECKGLERROR
#if 0
{
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
}
- if (gl_support_ext_framebuffer_object)
+ if (vid.support.ext_framebuffer_object)
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
}
if (!r_shadow_shadowmap2dtexture)
{
#if 1
- int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
+ int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
{
- R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
+ R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
CHECKGLERROR
if (shadowmapping)
else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
{
r_shadow_usingshadowmaprect = true;
- R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
+ R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
CHECKGLERROR
}
else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
{
r_shadow_usingshadowmapcube = true;
- R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
+ R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
CHECKGLERROR
}
if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
{
- R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture));
+ R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
CHECKGLERROR
}
}
}
- else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
- R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
//GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
CHECKGLERROR
}
const 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)
+ switch (r_shadow_rendermode)
{
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
if (VectorLength2(diffusecolor) > 0)
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
color4f[3] = 1;
}
}
- }
- else if (r_textureunits.integer >= 2)
- {
+ break;
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
if (VectorLength2(diffusecolor) > 0)
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
color4f[3] = 1;
}
}
- }
- else
- {
+ break;
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
if (VectorLength2(diffusecolor) > 0)
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
color4f[3] = 1;
}
}
- }
-}
-
-// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
-
-static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
-{
- 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 firstvertex, int numvertices, int numtriangles, const int *element3i)
-{
- 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.localvieworigin, 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);
+ break;
+ default:
+ break;
}
}
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_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
if(rsurface.texture->colormapping)
{
}
}
-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_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);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
- }
-}
-
-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
- // during combine.
- //
- // mult is how many times the final pass of the lighting will be
- // performed to get more brightness than otherwise possible.
- //
- // Limit mult to 64 for sanity sake.
- GL_Color(1,1,1,1);
- 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.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.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 && 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.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.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 && 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.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.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.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(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 && 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.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.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.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
- {
- // 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.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.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);
- 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.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(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_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_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
- // during combine.
- //
- // mult is how many times the final pass of the lighting will be
- // performed to get more brightness than otherwise possible.
- //
- // Limit mult to 64 for sanity sake.
- GL_Color(1,1,1,1);
- // generate normalization cubemap texcoords
- 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.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_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.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);
- 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.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(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 && 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.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);
- 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.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_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- R_Mesh_TextureState(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- 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.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(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 && 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.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_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);
- 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.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.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)
- {
- // 4/2 2D 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.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_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.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.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);
- 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.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(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
- {
- // 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.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.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);
- 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.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_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- R_Mesh_TextureState(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- 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.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(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_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_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;
- // FIXME: detect blendsquare!
- //if (!gl_support_blendsquare)
- // return;
- GL_Color(1,1,1,1);
- // generate normalization cubemap texcoords
- 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.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_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);
- 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)
- 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.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);
- 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.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(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 && 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.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_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);
- 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)
- 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.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.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
- {
- // 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.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_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);
- 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)
- 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.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.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);
- 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.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(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_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_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 = ambientscale > 0;
- qboolean dodiffuse = diffusescale > 0;
- qboolean dospecular = specularscale > 0;
- if (!doambient && !dodiffuse && !dospecular)
- return;
- R_Mesh_ColorPointer(NULL, 0, 0);
- if (doambient)
- 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_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_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_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_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_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_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
-}
-
static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
{
int renders;
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.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
+ switch(r_shadow_rendermode)
+ {
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ 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.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ 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;
+ R_Mesh_TextureState(&m);
+ break;
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ 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.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
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 r_shadow_dot3 off)
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- 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;
- }
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ 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);
+ break;
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ 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.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ 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;
+ R_Mesh_TextureState(&m);
+ break;
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ 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;
+ R_Mesh_TextureState(&m);
+ break;
+ default:
+ break;
}
- R_Mesh_TextureState(&m);
//R_Mesh_TexBind(0, R_GetTexture(basetexture));
R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
if (dopants)
}
if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
- negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && gl_support_ext_blend_subtract;
+ negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && vid.support.ext_blend_subtract;
if(negated)
{
VectorNegate(lightcolorbase, lightcolorbase);
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
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_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_VERTEX3DATTEN:
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
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;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
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_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_VERTEX3DATTEN:
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
+ case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
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;
{
// this variable must be set for the CompileShadowVolume/CompileShadowMap code
r_shadow_compilingrtlight = rtlight;
- 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);
+ 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, 0, NULL);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
int i, j;
mplane_t plane;
// reset the count of frustum planes
- // see rsurface.rtlight_frustumplanes definition for how much this array
+ // see rtlight->cached_frustumplanes definition for how much this array
// can hold
- rsurface.rtlight_numfrustumplanes = 0;
+ rtlight->cached_numfrustumplanes = 0;
// haven't implemented a culling path for ortho rendering
if (!r_refdef.view.useperspective)
break;
if (i == 4)
for (i = 0;i < 4;i++)
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
return;
}
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];
+ rtlight->cached_frustumplanes[rtlight->cached_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 (rtlight->cached_numfrustumplanes < 4)
{
// at least one of the stock frustum planes failed, so we need to
// create one or two custom planes to enclose the light origin
// we have created a valid plane, compute extra info
PlaneClassify(&plane);
// copy the plane
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+ rtlight->cached_frustumplanes[rtlight->cached_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)
+ if (rtlight->cached_numfrustumplanes == 5)
break;
#endif
}
#endif
#if 0
- for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
+ for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
{
- plane = rsurface.rtlight_frustumplanes[i];
+ plane = rtlight->cached_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
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;
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
}
}
#endif
{
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;
+ plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
}
#endif
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;
+ VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
+ VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
+ VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
+ VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
+ VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
+ VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
+ VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
+ VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
+ oldnum = rtlight->cached_numfrustumplanes;
+ rtlight->cached_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]);
+ bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
for (i = 1;i < 8;i++)
{
- dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
+ dist = DotProduct(rtlight->cached_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);
+ Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_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)
+ if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
{
- PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
+ PlaneClassify(&rtlight->cached_frustumplanes[j]);
+ rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
}
}
}
CHECKGLERROR
}
else if (r_refdef.scene.worldentity->model)
- r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+ r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
- qboolean zpass;
+ qboolean zpass = false;
shadowmesh_t *mesh;
int t, tend;
int surfacelistindex;
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);
+ if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
+ {
+ 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_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);
+ r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
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)
+ switch(r_shadow_lightingrendermode)
+ {
+ case R_SHADOW_RENDERMODE_LIGHT_GLSL:
R_Mesh_TexMatrix(3, &rsurface.entitytolight);
+ break;
+ default:
+ break;
+ }
}
void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
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)
+ switch(r_shadow_lightingrendermode)
+ {
+ case R_SHADOW_RENDERMODE_LIGHT_GLSL:
R_Mesh_TexMatrix(3, &rsurface.entitytolight);
+ break;
+ default:
+ break;
+ }
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_DrawRTLight(rtlight_t *rtlight, qboolean visible)
+void R_CacheRTLight(rtlight_t *rtlight)
{
int i;
float f;
int numshadowentities;
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 unsigned char entitysides[MAX_EDICTS];
- int lightentities_noselfshadow;
- int shadowentities_noselfshadow;
- vec3_t nearestpoint;
- vec_t distance;
- qboolean castshadows;
- int lodlinear;
+ static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+
+ rtlight->draw = false;
// 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)
if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
return;
- VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
- VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
+ VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
+ VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
+
+ R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- 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);
+ r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_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, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+ R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
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(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
+ if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
return;
}
else
if (i == numleafs)
return;
}
- // set up a scissor rectangle for this light
- 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;
- lightentities_noselfshadow = sizeof(lightentities)/sizeof(lightentities[0]) - 1;
numshadowentities = 0;
numshadowentities_noselfshadow = 0;
- shadowentities_noselfshadow = sizeof(shadowentities)/sizeof(shadowentities[0]) - 1;
// add dynamic entities that are lit by the light
if (r_drawentities.integer)
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))
+ if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_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))
+ if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
continue;
if (!(model = ent->model))
continue;
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[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent;
+ lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
else
lightentities[numlightentities++] = ent;
// since it is lit, it probably also casts a shadow...
// 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[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
+ shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
else
shadowentities[numshadowentities++] = ent;
}
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
{
if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
- shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
+ shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
else
shadowentities[numshadowentities++] = ent;
}
}
// return if there's nothing at all to light
- if (!numlightentities && !numsurfaces)
+ if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
+ return;
+
+ // count this light in the r_speeds
+ r_refdef.stats.lights++;
+
+ // flag it as worth drawing later
+ rtlight->draw = true;
+
+ // cache all the animated entities that cast a shadow but are not visible
+ for (i = 0;i < numshadowentities;i++)
+ if (shadowentities[i]->animcacheindex < 0)
+ R_AnimCache_GetEntity(shadowentities[i], false, false);
+ for (i = 0;i < numshadowentities_noselfshadow;i++)
+ if (shadowentities_noselfshadow[i]->animcacheindex < 0)
+ R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
+
+ // allocate some temporary memory for rendering this light later in the frame
+ // reusable buffers need to be copied, static data can be used as-is
+ rtlight->cached_numlightentities = numlightentities;
+ rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
+ rtlight->cached_numshadowentities = numshadowentities;
+ rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
+ rtlight->cached_numsurfaces = numsurfaces;
+ rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
+ rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
+ rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
+ rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
+ if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
+ {
+ rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs);
+ rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs);
+ rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
+ }
+ else
+ {
+ // compiled light data
+ rtlight->cached_shadowtrispvs = shadowtrispvs;
+ rtlight->cached_lighttrispvs = lighttrispvs;
+ rtlight->cached_surfacelist = surfacelist;
+ }
+}
+
+void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
+{
+ int i;
+ int numsurfaces;
+ unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
+ int numlightentities;
+ int numlightentities_noselfshadow;
+ int numshadowentities;
+ int numshadowentities_noselfshadow;
+ entity_render_t **lightentities;
+ entity_render_t **lightentities_noselfshadow;
+ entity_render_t **shadowentities;
+ entity_render_t **shadowentities_noselfshadow;
+ int *surfacelist;
+ static unsigned char entitysides[MAX_EDICTS];
+ static unsigned char entitysides_noselfshadow[MAX_EDICTS];
+ vec3_t nearestpoint;
+ vec_t distance;
+ qboolean castshadows;
+ int lodlinear;
+
+ // check if we cached this light this frame (meaning it is worth drawing)
+ if (!rtlight->draw)
+ return;
+
+ // if R_FrameData_Store ran out of space we skip anything dependent on it
+ if (r_framedata_failed)
+ return;
+
+ numlightentities = rtlight->cached_numlightentities;
+ numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
+ numshadowentities = rtlight->cached_numshadowentities;
+ numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
+ numsurfaces = rtlight->cached_numsurfaces;
+ lightentities = rtlight->cached_lightentities;
+ lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
+ shadowentities = rtlight->cached_shadowentities;
+ shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
+ shadowtrispvs = rtlight->cached_shadowtrispvs;
+ lighttrispvs = rtlight->cached_lighttrispvs;
+ surfacelist = rtlight->cached_surfacelist;
+
+ // set up a scissor rectangle for this light
+ if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
return;
// don't let sound skip if going slow
// make this the active rtlight for rendering purposes
R_Shadow_RenderMode_ActiveLight(rtlight);
- // count this light in the r_speeds
- r_refdef.stats.lights++;
if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
{
for (i = 0;i < numshadowentities;i++)
R_Shadow_DrawEntityShadow(shadowentities[i]);
for (i = 0;i < numshadowentities_noselfshadow;i++)
- R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+ R_Shadow_RenderMode_VisibleLighting(false, false);
}
if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities[lightentities_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);
borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
+ surfacesides = NULL;
if (numsurfaces)
{
if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
}
else
{
+ surfacesides = r_shadow_buffer_surfacesides;
for(i = 0;i < numsurfaces;i++)
{
msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
if (receivermask < 0x3F)
for(i = 0; i < numlightentities_noselfshadow;i++)
- receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+ receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
}
receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
for (i = 0;i < numshadowentities;i++)
castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
for (i = 0;i < numshadowentities_noselfshadow;i++)
- castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
+ castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
}
//Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(false, false, true);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
// render shadow casters into 6 sided depth texture
for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
{
R_Shadow_RenderMode_ShadowMap(side, false, size);
- for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side))
- R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+ for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
}
}
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
}
- else if (castshadows && gl_stencil)
+ else if (castshadows && vid.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_ShadowVolume(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[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[lightentities_noselfshadow - i]);
- }
- }
+ // 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]);
+
for (i = 0;i < numshadowentities_noselfshadow;i++)
- R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+
+ // 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
+ {
+ // 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]);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+ }
+}
+
+void R_PrepareRTLights(void)
+{
+ int flag;
+ int lnum;
+ size_t lightindex;
+ dlight_t *light;
+ size_t range;
+ float f;
- if (numsurfaces + numlightentities)
+ 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);
+
+ flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ if (r_shadow_debuglight.integer >= 0)
+ {
+ lightindex = r_shadow_debuglight.integer;
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light && (light->flags & flag))
+ R_CacheRTLight(&light->rtlight);
+ }
+ else
+ {
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- // 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]);
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light && (light->flags & flag))
+ R_CacheRTLight(&light->rtlight);
}
}
- else
+ if (r_refdef.scene.rtdlight)
+ {
+ for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+ R_CacheRTLight(r_refdef.scene.lights[lnum]);
+ }
+ else if(gl_flashblend.integer)
{
- if (numsurfaces + numlightentities)
+ for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
{
- // 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]);
- for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+ rtlight_t *rtlight = r_refdef.scene.lights[lnum];
+ f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
+ VectorScale(rtlight->color, f, rtlight->currentcolor);
}
}
}
size_t range;
float f;
- if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4) ||
- (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) ||
+ if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
+ (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != r_shadow_shadowmapping.integer ||
r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
- if (!r_drawentities.integer || !gl_stencil)
+ if (!r_drawentities.integer || !vid.stencil)
return;
CHECKGLERROR
if (VectorLength(color) > (1.0f / 256.0f))
{
float vertex3f[12];
- qboolean negated = (color[0] + color[1] + color[2] < 0) && gl_support_ext_blend_subtract;
+ qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
if(negated)
{
VectorNegate(color, color);
// use GL_ARB_occlusion_query if available
// otherwise use raytraces
r_numqueries = 0;
- usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
+ usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
if (usequery)
{
GL_ColorMask(0,0,0,0);