cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
-cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
-cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
"r_shadow_realtime_world : use high quality world lighting mode\n"
-"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
"r_shadow_realtime_world_compile : compile surface/visibility information\n"
"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
"r_shadow_scissor : use scissor optimization\n"
-"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
"r_showlighting : useful for performance testing; bright = slow!\n"
"r_showshadowvolumes : useful for performance testing; bright = slow!\n"
Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
Cvar_RegisterVariable(&r_shadow_realtime_world);
- Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_culltriangles);
- Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
- Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
+ Cvar_RegisterVariable(&r_shadow_polygonfactor);
+ Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&gl_ext_separatestencil);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
GL_Color(0, 0, 0, 1);
}
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_BlendFunc(GL_ONE, GL_ZERO);
}
-void R_Shadow_RenderMode_StencilShadowVolumes(void)
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
{
CHECKGLERROR
R_Shadow_RenderMode_Reset();
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
}
- GL_Clear(GL_STENCIL_BUFFER_BIT);
+ if (clearstencil)
+ GL_Clear(GL_STENCIL_BUFFER_BIT);
r_refdef.stats.lights_clears++;
}
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthRange(0, 1);
GL_DepthTest(r_showshadowvolumes.integer < 2);
GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthRange(0, 1);
GL_DepthTest(r_showlighting.integer < 2);
GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
if (!transparent)
static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
{
- float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
- float *normal3f = rsurface_normal3f + 3 * firstvertex;
- float *color4f = rsurface_array_color4f + 4 * firstvertex;
+ float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+ float *normal3f = rsurface.normal3f + 3 * firstvertex;
+ float *color4f = rsurface.array_color4f + 4 * firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
if (r_textureunits.integer >= 3)
{
VectorCopy(ambientcolor, color4f);
if (r_refdef.fogenabled)
{
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ float f;
+ f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
color4f[3] = 1;
{
float f;
Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
color4f[3] = 1;
}
if (r_refdef.fogenabled)
{
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ float f;
+ f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
}
color4f[2] = ambientcolor[2] * distintensity;
if (r_refdef.fogenabled)
{
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ float f;
+ f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
}
}
if (r_refdef.fogenabled)
{
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ float f;
+ f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
}
color4f[2] = ambientcolor[2] * distintensity;
if (r_refdef.fogenabled)
{
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ float f;
+ f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
}
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 *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)
{
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 *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(r_shadow_entitylightorigin, vertex3f, lightdir);
VectorNormalize(lightdir);
- VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
+ VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
VectorNormalize(eyedir);
VectorAdd(lightdir, eyedir, halfdir);
// the cubemap normalizes this for us
}
}
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// used to display how many times a surface is lit for level design purposes
GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
}
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, 0, 0);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, 0, 0);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, 0, 0);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, 0, 0);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ R_Mesh_TexCoordPointer(0, 2, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
}
}
-static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
{
// shared final code for all the dot3 layers
int renders;
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, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
}
}
-static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
// 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_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[1] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[1] = rsurface.texture->currenttexmatrix;
m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ 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] = r_shadow_entitytolight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
// 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_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[1] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[1] = rsurface.texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
// 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_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[2] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[3] = rsurface_vertex3f;
+ 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] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_ONE, GL_ONE);
// 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_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ 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_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_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, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.pointer_texcoord3f[2] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
// 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_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.pointer_texcoord3f[2] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[3] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
// 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_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_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, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
{
float glossexponent;
rmeshstate_t m;
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// 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, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// 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, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// 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, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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] = r_shadow_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, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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;
return;
R_Mesh_ColorPointer(NULL, 0, 0);
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
if (dopants)
{
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
}
if (doshirt)
{
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
}
if (dospecular)
- R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
}
-void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
{
int renders;
int i;
int *newe;
const int *e;
float *c;
- int newelements[3072];
+ int newelements[4096*3];
R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
for (renders = 0;renders < 64;renders++)
{
// renders them at once
for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
{
- if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+ if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
{
if (newnumtriangles)
{
newe[2] = e[2];
newnumtriangles++;
newe += 3;
- if (newnumtriangles >= 1024)
+ if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
{
R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
newnumtriangles = 0;
}
if (newnumtriangles >= 1)
{
- R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
+ // if all triangles are included, use the original array to take advantage of the bufferobject if possible
+ if (newnumtriangles == numtriangles)
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+ else
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
stop = false;
}
// if we couldn't find any lit triangles, exit early
// handling of negative colors
// (some old drivers even have improper handling of >1 color)
stop = true;
- for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+ for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
{
if (c[0] > 1 || c[1] > 1 || c[2] > 1)
{
}
}
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// OpenGL 1.1 path (anything)
- model_t *model = rsurface_entity->model;
+ const model_t *model = rsurface.model;
float ambientcolorbase[3], diffusecolorbase[3];
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
if (r_textureunits.integer >= 2)
{
// voodoo2 or TNT
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
if (r_textureunits.integer >= 3)
{
// Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[2] = r_shadow_entitytoattenuationz;
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.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);
//R_Mesh_TexBind(0, R_GetTexture(basetexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
if (dopants)
{
R_Mesh_TexBind(0, R_GetTexture(pantstexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
R_Mesh_TexBind(0, R_GetTexture(shirttexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
}
}
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
{
float ambientscale, diffusescale, specularscale;
- // FIXME: support MATERIALFLAG_NODEPTHTEST
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
// calculate colors to render this texture with
- lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
- lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
- lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
+ lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface.texture->currentlayers[0].color[0] * rsurface.texture->currentlayers[0].color[3];
+ lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface.texture->currentlayers[0].color[1] * rsurface.texture->currentlayers[0].color[3];
+ lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface.texture->currentlayers[0].color[2] * rsurface.texture->currentlayers[0].color[3];
ambientscale = r_shadow_rtlight->ambientscale;
diffusescale = r_shadow_rtlight->diffusescale;
- specularscale = r_shadow_rtlight->specularscale * rsurface_texture->specularscale;
+ specularscale = r_shadow_rtlight->specularscale * rsurface.texture->specularscale;
if (!r_shadow_usenormalmap.integer)
{
ambientscale += 1.0f * diffusescale;
}
if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- if (rsurface_texture->colormapping)
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ if (rsurface.texture->colormapping)
{
- qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
- qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+ qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
+ qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
if (dopants)
{
- lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
- lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
- lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
+ lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
+ lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
+ lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
}
else
VectorClear(lightcolorpants);
if (doshirt)
{
- lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
- lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
- lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
+ lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
+ lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
+ lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
}
else
VectorClear(lightcolorshirt);
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
- R_Mesh_VertexPointer(mesh->vertex3f, 0, 0);
+ R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
GL_LockArrays(0, mesh->numverts);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
GL_LockArrays(0, 0);
}
CHECKGLERROR
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
{
- int i, usestencil;
+ int i;
float f;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
int numlightentities;
+ int numlightentities_noselfshadow;
int numshadowentities;
+ int numshadowentities_noselfshadow;
entity_render_t *lightentities[MAX_EDICTS];
+ entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
entity_render_t *shadowentities[MAX_EDICTS];
+ entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
// 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)
// make a list of lit entities and shadow casting entities
numlightentities = 0;
+ numlightentities_noselfshadow = 0;
numshadowentities = 0;
+ numshadowentities_noselfshadow = 0;
// add dynamic entities that are lit by the light
if (r_drawentities.integer)
{
// so now check if it's in a leaf seen by the light
if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
- lightentities[numlightentities++] = ent;
+ if (ent->flags & RENDER_NOSELFSHADOW)
+ lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+ else
+ lightentities[numlightentities++] = ent;
// since it is lit, it probably also casts a shadow...
// about the VectorDistance2 - light emitting entities should not cast their own shadow
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
- shadowentities[numshadowentities++] = ent;
+ {
+ // note: exterior models without the RENDER_NOSELFSHADOW
+ // flag still create a RENDER_NOSELFSHADOW shadow but
+ // are lit normally, this means that they are
+ // self-shadowing but do not shadow other
+ // RENDER_NOSELFSHADOW entities such as the gun
+ // (very weird, but keeps the player shadow off the gun)
+ if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+ shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+ else
+ shadowentities[numshadowentities++] = ent;
+ }
}
else if (ent->flags & RENDER_SHADOW)
{
// about the VectorDistance2 - light emitting entities should not cast their own shadow
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
- shadowentities[numshadowentities++] = ent;
+ {
+ if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+ shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+ else
+ shadowentities[numshadowentities++] = ent;
+ }
}
}
}
// count this light in the r_speeds
r_refdef.stats.lights++;
- usestencil = false;
- if (numsurfaces + numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+ if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+ {
+ // optionally draw visible shape of the shadow volumes
+ // for performance analysis by level designers
+ R_Shadow_RenderMode_VisibleShadowVolumes();
+ if (numsurfaces)
+ R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i]);
+ for (i = 0;i < numshadowentities_noselfshadow;i++)
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+ }
+
+ if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
{
// draw stencil shadow volumes to mask off pixels that are in shadow
// so that they won't receive lighting
- if (gl_stencil)
+ R_Shadow_RenderMode_StencilShadowVolumes(true);
+ if (numsurfaces)
+ R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i]);
+ if (numlightentities_noselfshadow)
{
- usestencil = true;
- R_Shadow_RenderMode_StencilShadowVolumes();
- if (numsurfaces)
- R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
- for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i]);
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(true, false);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+ // optionally draw the illuminated areas
+ // for performance analysis by level designers
+ if (r_showlighting.integer)
+ {
+ R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+ }
+
+ R_Shadow_RenderMode_StencilShadowVolumes(false);
}
+ for (i = 0;i < numshadowentities_noselfshadow;i++)
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
- // optionally draw visible shape of the shadow volumes
- // for performance analysis by level designers
- if (r_showshadowvolumes.integer)
+ if (numsurfaces + numlightentities)
{
- R_Shadow_RenderMode_VisibleShadowVolumes();
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(true, false);
if (numsurfaces)
- R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
- for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i]);
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+
+ // optionally draw the illuminated areas
+ // for performance analysis by level designers
+ if (r_showlighting.integer)
+ {
+ R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ }
}
}
-
- if (numsurfaces + numlightentities)
+ else
{
- // draw lighting in the unmasked areas
- R_Shadow_RenderMode_Lighting(usestencil, false);
- if (numsurfaces)
- R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
- for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
-
- // optionally draw the illuminated areas
- // for performance analysis by level designers
- if (r_showlighting.integer)
+ if (numsurfaces + numlightentities)
{
- R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(false, false);
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+ // optionally draw the illuminated areas
+ // for performance analysis by level designers
+ if (r_showlighting.integer)
+ {
+ R_Shadow_RenderMode_VisibleLighting(false, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+ }
}
}
}
else
r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
- R_Shadow_RenderMode_StencilShadowVolumes();
+ R_Shadow_RenderMode_StencilShadowVolumes(true);
for (i = 0;i < r_refdef.numentities;i++)
{
// set up a 50% darkening blend on shadowed areas
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthRange(0, 1);
GL_DepthTest(false);
GL_DepthMask(false);
qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
{
// this is never batched (there can be only one)
float scale = r_editlights_cursorgrid.value * 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
if (!light->shadow)
intensity *= 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
}
void R_Shadow_DrawLightSprites(void)
data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
- for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
+ for (entnum = 0;COM_ParseToken_Simple(&data, false) && com_token[0] == '{';entnum++)
{
type = LIGHTTYPE_MINUSX;
origin[0] = origin[1] = origin[2] = 0;
islight = false;
while (1)
{
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
break; // error
if (com_token[0] == '}')
break; // end of entity
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
break; // error
strlcpy(value, com_token, sizeof(value));
for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
if (light == r_shadow_selectedlight)
lightnumber = lightcount;
- sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
if (r_shadow_selectedlight == NULL)
return;
- sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
}
void R_Shadow_EditLights_ToggleShadow_f(void)