Terminology: Stencil Light Volume (sometimes called Light Volumes)
Similar to a Stencil Shadow Volume, but inverted; rather than containing the
-areas in shadow it contanis the areas in light, this can only be built
+areas in shadow it contains the areas in light, this can only be built
quickly for certain limited cases (such as portal visibility from a point),
but is quite useful for some effects (sunlight coming from sky polygons is
one possible example, translucent occluders is another example).
extern void R_Shadow_EditLights_Init(void);
-#define SHADOWSTAGE_NONE 0
-#define SHADOWSTAGE_STENCIL 1
-#define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_STENCILTWOSIDE 3
+typedef enum r_shadowstage_e
+{
+ R_SHADOWSTAGE_NONE,
+ R_SHADOWSTAGE_STENCIL,
+ R_SHADOWSTAGE_STENCILTWOSIDE,
+ R_SHADOWSTAGE_LIGHT_VERTEX,
+ R_SHADOWSTAGE_LIGHT_DOT3,
+ R_SHADOWSTAGE_LIGHT_GLSL,
+ R_SHADOWSTAGE_VISIBLEVOLUMES,
+ R_SHADOWSTAGE_VISIBLELIGHTING,
+}
+r_shadowstage_t;
-int r_shadowstage = SHADOWSTAGE_NONE;
+r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
mempool_t *r_shadow_mempool;
int *r_shadow_buffer_surfacelist;
rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalcubetexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_blankwhitecubetexture;
// lights are reloaded when this changes
char r_shadow_mapname[MAX_QPATH];
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
-cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
-cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"};
-cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"};
+cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
+cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
cvar_t r_editlights = {0, "r_editlights", "0"};
cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
int i;
// allocate vertex processing arrays
numcubemaps = 0;
- r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankwhitecubetexture = NULL;
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
R_Shadow_ValidateCvars();
}
}
numcubemaps = 0;
- r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankwhitecubetexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowelements = 0;
{
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
- Cvar_RegisterVariable(&r_shadow_cull);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_gloss2intensity);
m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
GL_LockArrays(0, numvertices);
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
{
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
static void R_Shadow_MakeTextures(void)
{
- int x, y, z, d, side;
- float v[3], s, t, intensity;
+ int x, y, z, d;
+ float v[3], intensity;
qbyte *data;
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenpower = r_shadow_lightattenuationpower.value;
r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define NORMSIZE 64
#define ATTEN2DSIZE 64
#define ATTEN3DSIZE 32
- data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
- r_shadow_blankwhitecubetexture = NULL;
- r_shadow_normalcubetexture = NULL;
- if (gl_texturecubemap)
- {
- data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
- data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
- data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
- data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
- data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
- data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
- r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
- for (side = 0;side < 6;side++)
- {
- for (y = 0;y < NORMSIZE;y++)
- {
- for (x = 0;x < NORMSIZE;x++)
- {
- s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
- t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
- switch(side)
- {
- case 0:
- v[0] = 1;
- v[1] = -t;
- v[2] = -s;
- break;
- case 1:
- v[0] = -1;
- v[1] = -t;
- v[2] = s;
- break;
- case 2:
- v[0] = s;
- v[1] = 1;
- v[2] = t;
- break;
- case 3:
- v[0] = s;
- v[1] = -1;
- v[2] = -t;
- break;
- case 4:
- v[0] = s;
- v[1] = -t;
- v[2] = 1;
- break;
- case 5:
- v[0] = -s;
- v[1] = -t;
- v[2] = -1;
- break;
- }
- intensity = 127.0f / sqrt(DotProduct(v, v));
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
- }
- }
- }
- r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
- }
+ data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
for (y = 0;y < ATTEN2DSIZE;y++)
{
for (x = 0;x < ATTEN2DSIZE;x++)
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
+// light currently being rendered
+static rtlight_t *r_shadow_rtlight;
+// light filter cubemap being used by the light
+static rtexture_t *r_shadow_lightcubemap;
+
+// this is the location of the eye in entity space
+static vec3_t r_shadow_entityeyeorigin;
+// this is the location of the light in entity space
+static vec3_t r_shadow_entitylightorigin;
+// this transforms entity coordinates to light filter cubemap coordinates
+// (also often used for other purposes)
+static matrix4x4_t r_shadow_entitytolight;
+// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+// of attenuation texturing in full 3D (Z result often ignored)
+static matrix4x4_t r_shadow_entitytoattenuationxyz;
+// this transforms only the Z to S, and T is always 0.5
+static matrix4x4_t r_shadow_entitytoattenuationz;
+// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
+static vec3_t r_shadow_entitylightcolor;
+
+static int r_shadow_lightpermutation;
+static int r_shadow_lightprog;
+
void R_Shadow_Stage_Begin(void)
{
rmeshstate_t m;
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_CULL_FACE);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
- r_shadowstage = SHADOWSTAGE_NONE;
+ r_shadowstage = R_SHADOWSTAGE_NONE;
}
-void R_Shadow_Stage_ShadowVolumes(void)
+void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
+{
+ r_shadow_rtlight = rtlight;
+}
+
+void R_Shadow_Stage_Reset(void)
{
rmeshstate_t m;
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
+ {
+ qglUseProgramObjectARB(0);
+ // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
+ qglBegin(GL_TRIANGLES);
+ qglEnd();
+ CHECKGLERROR
+ }
memset(&m, 0, sizeof(m));
R_Mesh_State(&m);
+}
+
+void R_Shadow_Stage_StencilShadowVolumes(void)
+{
+ R_Shadow_Stage_Reset();
GL_Color(1, 1, 1, 1);
GL_ColorMask(0, 0, 0, 0);
GL_BlendFunc(GL_ONE, GL_ZERO);
//}
//else
// qglDisable(GL_POLYGON_OFFSET_FILL);
- qglDepthFunc(GL_LESS);
+ qglDepthFunc(GL_GEQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
qglStencilFunc(GL_ALWAYS, 128, ~0);
if (gl_ext_stenciltwoside.integer)
{
- r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+ r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
qglDisable(GL_CULL_FACE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
}
else
{
- r_shadowstage = SHADOWSTAGE_STENCIL;
+ r_shadowstage = R_SHADOWSTAGE_STENCIL;
qglEnable(GL_CULL_FACE);
qglStencilMask(~0);
// this is changed by every shadow render so its value here is unimportant
}
GL_Clear(GL_STENCIL_BUFFER_BIT);
c_rt_clears++;
- // LordHavoc note: many shadow volumes reside entirely inside the world
- // (that is to say they are entirely bounded by their lit surfaces),
- // which can be optimized by handling things as an inverted light volume,
- // with the shadow boundaries of the world being simulated by an altered
- // (129) bias to stencil clearing on such lights
- // FIXME: generate inverted light volumes for use as shadow volumes and
- // optimize for them as noted above
}
-void R_Shadow_Stage_Light(int shadowtest)
+void R_Shadow_Stage_Lighting(int stenciltest)
{
rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Shadow_Stage_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_CULL_FACE);
- if (shadowtest)
+ if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
qglEnable(GL_STENCIL_TEST);
else
qglDisable(GL_STENCIL_TEST);
- if (gl_support_stenciltwoside)
- qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglStencilMask(~0);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
qglStencilFunc(GL_EQUAL, 128, ~0);
- r_shadowstage = SHADOWSTAGE_LIGHT;
- c_rt_lights++;
+ if (r_shadow_glsl.integer && r_shadow_program_light[0])
+ {
+ r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord3f[1] = varray_svector3f;
+ m.pointer_texcoord3f[2] = varray_tvector3f;
+ m.pointer_texcoord3f[3] = varray_normal3f;
+ m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
+ m.tex[1] = R_GetTexture(r_texture_white); // diffuse
+ m.tex[2] = R_GetTexture(r_texture_white); // gloss
+ m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
+ // TODO: support fog (after renderer is converted to texture fog)
+ m.tex[4] = R_GetTexture(r_texture_white); // fog
+ //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ CHECKGLERROR
+ r_shadow_lightpermutation = 0;
+ // only add a feature to the permutation if that permutation exists
+ // (otherwise it might end up not using a shader at all, which looks
+ // worse than using less features)
+ if (r_shadow_rtlight->specularscale && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
+ //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
+ // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
+ if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
+ if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
+ r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
+ qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
+ // TODO: support fog (after renderer is converted to texture fog)
+ if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
+ }
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
+ if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
+ }
+ //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+ //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
+ //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+ //{
+ // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
+ //}
+ if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
+ }
+ }
+ else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
+ else
+ r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
+}
+
+void R_Shadow_Stage_VisibleShadowVolumes(void)
+{
+ R_Shadow_Stage_Reset();
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
+ qglPolygonOffset(0, 0);
+ GL_Color(0.0, 0.0125, 0.1, 1);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ qglDepthFunc(GL_GEQUAL);
+ qglCullFace(GL_FRONT); // this culls back
+ qglDisable(GL_CULL_FACE);
+ qglDisable(GL_STENCIL_TEST);
+ r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
+}
+
+void R_Shadow_Stage_VisibleLighting(int stenciltest)
+{
+ R_Shadow_Stage_Reset();
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(r_shadow_visiblelighting.integer < 2);
+ qglPolygonOffset(0, 0);
+ GL_Color(0.1, 0.0125, 0, 1);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ qglDepthFunc(GL_EQUAL);
+ qglCullFace(GL_FRONT); // this culls back
+ qglEnable(GL_CULL_FACE);
+ if (stenciltest)
+ qglEnable(GL_STENCIL_TEST);
+ else
+ qglDisable(GL_STENCIL_TEST);
+ r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
}
void R_Shadow_Stage_End(void)
{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Shadow_Stage_Reset();
+ R_Shadow_Stage_ActiveLight(NULL);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglStencilMask(~0);
qglStencilFunc(GL_ALWAYS, 128, ~0);
- r_shadowstage = SHADOWSTAGE_NONE;
+ r_shadowstage = R_SHADOWSTAGE_NONE;
}
-int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
+qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
int i, ix1, iy1, ix2, iy2;
- float x1, y1, x2, y2, x, y, f;
- vec3_t smins, smaxs;
+ float x1, y1, x2, y2;
vec4_t v, v2;
- if (!r_shadow_scissor.integer)
- return false;
- // if view is inside the box, just say yes it's visible
+ rmesh_t mesh;
+ mplane_t planes[11];
+ float vertex3f[256*3];
+
+ // if view is inside the light box, just say yes it's visible
if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
{
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
}
- for (i = 0;i < 3;i++)
+
+ // create a temporary brush describing the area the light can affect in worldspace
+ VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
+ VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
+ VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
+ VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
+ VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
+ VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
+ VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
+ VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
+ VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
+ VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
+ VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
+
+ // turn the brush into a mesh
+ memset(&mesh, 0, sizeof(rmesh_t));
+ mesh.maxvertices = 256;
+ mesh.vertex3f = vertex3f;
+ mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
+ R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
+
+ // if that mesh is empty, the light is not visible at all
+ if (!mesh.numvertices)
+ return true;
+
+ if (!r_shadow_scissor.integer)
+ return false;
+
+ // if that mesh is not empty, check what area of the screen it covers
+ x1 = y1 = x2 = y2 = 0;
+ v[3] = 1.0f;
+ for (i = 0;i < mesh.numvertices;i++)
{
- if (r_viewforward[i] >= 0)
+ VectorCopy(mesh.vertex3f + i * 3, v);
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ if (i)
{
- v[i] = mins[i];
- v2[i] = maxs[i];
+ if (x1 > v2[0]) x1 = v2[0];
+ if (x2 < v2[0]) x2 = v2[0];
+ if (y1 > v2[1]) y1 = v2[1];
+ if (y2 < v2[1]) y2 = v2[1];
}
else
{
- v[i] = maxs[i];
- v2[i] = mins[i];
+ x1 = x2 = v2[0];
+ y1 = y2 = v2[1];
}
}
- f = DotProduct(r_viewforward, r_vieworigin) + 1;
- if (DotProduct(r_viewforward, v2) <= f)
- {
- // entirely behind nearclip plane
- return true;
- }
- if (DotProduct(r_viewforward, v) >= f)
- {
- // entirely infront of nearclip plane
- x1 = y1 = x2 = y2 = 0;
- for (i = 0;i < 8;i++)
- {
- v[0] = (i & 1) ? mins[0] : maxs[0];
- v[1] = (i & 2) ? mins[1] : maxs[1];
- v[2] = (i & 4) ? mins[2] : maxs[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- x = v2[0];
- y = v2[1];
- if (i)
- {
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
- }
- else
- {
- x1 = x2 = x;
- y1 = y2 = y;
- }
- }
- }
- else
- {
- // clipped by nearclip plane
- // this is nasty and crude...
- // create viewspace bbox
- for (i = 0;i < 8;i++)
- {
- v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
- v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
- v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
- v2[0] = -DotProduct(v, r_viewleft);
- v2[1] = DotProduct(v, r_viewup);
- v2[2] = DotProduct(v, r_viewforward);
- if (i)
- {
- if (smins[0] > v2[0]) smins[0] = v2[0];
- if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
- if (smins[1] > v2[1]) smins[1] = v2[1];
- if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
- if (smins[2] > v2[2]) smins[2] = v2[2];
- if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
- }
- else
- {
- smins[0] = smaxs[0] = v2[0];
- smins[1] = smaxs[1] = v2[1];
- smins[2] = smaxs[2] = v2[2];
- }
- }
- // now we have a bbox in viewspace
- // clip it to the view plane
- if (smins[2] < 1)
- smins[2] = 1;
- // return true if that culled the box
- if (smins[2] >= smaxs[2])
- return true;
- // ok some of it is infront of the view, transform each corner back to
- // worldspace and then to screenspace and make screen rect
- // initialize these variables just to avoid compiler warnings
- x1 = y1 = x2 = y2 = 0;
- for (i = 0;i < 8;i++)
- {
- v2[0] = (i & 1) ? smins[0] : smaxs[0];
- v2[1] = (i & 2) ? smins[1] : smaxs[1];
- v2[2] = (i & 4) ? smins[2] : smaxs[2];
- v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
- v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
- v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- x = v2[0];
- y = v2[1];
- if (i)
- {
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
- }
- else
- {
- x1 = x2 = x;
- y1 = y2 = y;
- }
- }
- /*
- // this code doesn't handle boxes with any points behind view properly
- x1 = 1000;x2 = -1000;
- y1 = 1000;y2 = -1000;
- for (i = 0;i < 8;i++)
- {
- v[0] = (i & 1) ? mins[0] : maxs[0];
- v[1] = (i & 2) ? mins[1] : maxs[1];
- v[2] = (i & 4) ? mins[2] : maxs[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- if (v2[2] > 0)
- {
- x = v2[0];
- y = v2[1];
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
- }
- }
- */
- }
+ // now convert the scissor rectangle to integer screen coordinates
ix1 = x1 - 1.0f;
iy1 = y1 - 1.0f;
ix2 = x2 + 1.0f;
iy2 = y2 + 1.0f;
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+
+ // clamp it to the screen
if (ix1 < r_view_x) ix1 = r_view_x;
if (iy1 < r_view_y) iy1 = r_view_y;
if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
+
+ // if it is inside out, it's not visible
if (ix2 <= ix1 || iy2 <= iy1)
return true;
- // set up the scissor rectangle
+
+ // the light area is visible, set up the scissor rectangle
GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
//qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
//qglEnable(GL_SCISSOR_TEST);
return false;
}
-static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
{
float *color4f = varray_color4f;
float dist, dot, intensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- Matrix4x4_Transform(m, vertex3f, v);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
if ((dist = DotProduct(v, v)) < 1)
{
- Matrix4x4_Transform3x3(m, normal3f, n);
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
dist = sqrt(dist);
}
}
-static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
{
float *color4f = varray_color4f;
float dist, dot, intensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- Matrix4x4_Transform(m, vertex3f, v);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1)
{
- Matrix4x4_Transform3x3(m, normal3f, n);
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
}
}
-static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
{
float *color4f = varray_color4f;
float dot, intensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- Matrix4x4_Transform(m, vertex3f, v);
- Matrix4x4_Transform3x3(m, normal3f, n);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
}
}
-static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
{
float *color4f = varray_color4f;
float dist, intensity, v[3];
for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
- Matrix4x4_Transform(m, vertex3f, v);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
if ((dist = DotProduct(v, v)) < 1)
{
dist = sqrt(dist);
}
}
-static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
{
float *color4f = varray_color4f;
float dist, intensity, v[3];
for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
- Matrix4x4_Transform(m, vertex3f, v);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1)
{
intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
}
}
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int visiblelighting)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
{
int renders;
- float color[3], color2[3], colorscale;
+ float color[3], color2[3], colorscale, specularscale;
rmeshstate_t m;
+ // FIXME: support EF_NODEPTHTEST
if (!basetexture)
basetexture = r_texture_white;
if (!bumptexture)
bumptexture = r_texture_blanknormalmap;
- if (!lightcolorbase)
- lightcolorbase = vec3_origin;
- if (!lightcolorpants)
+ if (!pantstexture)
lightcolorpants = vec3_origin;
- if (!lightcolorshirt)
+ if (!shirttexture)
lightcolorshirt = vec3_origin;
- specularscale *= r_shadow_glossintensity.value;
- if (!glosstexture)
+ if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
+ specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
+ else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
{
- if (r_shadow_gloss.integer >= 2)
- {
- glosstexture = r_texture_white;
- specularscale *= r_shadow_gloss2intensity.value;
- }
- else
- {
- glosstexture = r_texture_black;
- specularscale = 0;
- }
+ glosstexture = r_texture_white;
+ specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
}
- if (r_shadow_gloss.integer < 1)
+ else
+ {
+ glosstexture = r_texture_black;
specularscale = 0;
- if (!lightcubemap)
- lightcubemap = r_shadow_blankwhitecubetexture;
- if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
+ }
+ if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
return;
- if (visiblelighting)
+ if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
{
int passes = 0;
if (r_shadow_glsl.integer && r_shadow_program_light[0])
else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
// TODO: add direct pants/shirt rendering
- if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
- if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
- if (!bumptexture)
- bumptexture = r_texture_blanknormalmap;
- if (!glosstexture)
- glosstexture = r_texture_white;
- if (ambientscale)
+ if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ if (r_shadow_rtlight->ambientscale)
{
- colorscale = ambientscale;
- if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+ colorscale = r_shadow_rtlight->ambientscale;
+ if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
{
}
- else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+ else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
{
}
- else if (r_textureunits.integer >= 4 && lightcubemap)
+ else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
{
}
- else if (r_textureunits.integer >= 3 && !lightcubemap)
+ else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
{
}
else
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
passes++;
}
- if (diffusescale)
+ if (r_shadow_rtlight->diffusescale)
{
- colorscale = diffusescale;
+ colorscale = r_shadow_rtlight->diffusescale;
if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
passes++;
}
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
{
// 1/2/2 3D combine path (original Radeon)
passes += 2;
}
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
{
// 2/2 3D combine path (original Radeon)
passes++;
//if (gl_support_blendsquare)
{
colorscale = specularscale;
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
passes += 4;
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
passes += 3;
else
passes += 4;
else
{
// TODO: add direct pants/shirt rendering
- if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
- if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
- if (ambientscale)
+ if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ if (r_shadow_rtlight->ambientscale)
{
- VectorScale(lightcolorbase, ambientscale, color2);
+ VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
passes++;
}
- if (diffusescale)
+ if (r_shadow_rtlight->diffusescale)
{
- VectorScale(lightcolorbase, diffusescale, color2);
+ VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
passes++;
}
}
return;
}
- // FIXME: support EF_NODEPTHTEST
- GL_DepthMask(false);
- GL_DepthTest(true);
- if (r_shadow_glsl.integer && r_shadow_program_light[0])
+ else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
{
- unsigned int perm, prog;
// GLSL shader path (GFFX5200, Radeon 9500)
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord3f[1] = svector3f;
- m.pointer_texcoord3f[2] = tvector3f;
- m.pointer_texcoord3f[3] = normal3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.tex[1] = R_GetTexture(basetexture);
- m.tex[2] = R_GetTexture(glosstexture);
- m.texcubemap[3] = R_GetTexture(lightcubemap);
- // TODO: support fog (after renderer is converted to texture fog)
- m.tex[4] = R_GetTexture(r_texture_white);
- m.texmatrix[3] = *matrix_modeltolight;
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- CHECKGLERROR
- perm = 0;
- // only add a feature to the permutation if that permutation exists
- // (otherwise it might end up not using a shader at all, which looks
- // worse than using less features)
- if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR])
- perm |= SHADERPERMUTATION_SPECULAR;
- //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG])
- // perm |= SHADERPERMUTATION_FOG;
- if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER])
- perm |= SHADERPERMUTATION_CUBEFILTER;
- if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING])
- perm |= SHADERPERMUTATION_OFFSETMAPPING;
- prog = r_shadow_program_light[perm];
- qglUseProgramObjectARB(prog);CHECKGLERROR
- // TODO: support fog (after renderer is converted to texture fog)
- if (perm & SHADERPERMUTATION_FOG)
- {
- qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR
- }
- qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR
- qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR
- if (perm & SHADERPERMUTATION_SPECULAR)
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f);
+ R_Mesh_TexCoordPointer(1, 3, svector3f);
+ R_Mesh_TexCoordPointer(2, 3, tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, normal3f);
+ R_Mesh_TexBind(0, R_GetTexture(bumptexture));
+ R_Mesh_TexBind(1, R_GetTexture(basetexture));
+ R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+ if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
{
- qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
- qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
}
- qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
- qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
- if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
- {
- qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
- }
- if (perm & SHADERPERMUTATION_OFFSETMAPPING)
- {
- qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
- qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
- }
- CHECKGLERROR
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
GL_LockArrays(firstvertex, numvertices);
R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
// TODO: add direct pants/shirt rendering
- if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
{
R_Mesh_TexBind(1, R_GetTexture(pantstexture));
- qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
- if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
{
R_Mesh_TexBind(1, R_GetTexture(shirttexture));
- qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
GL_LockArrays(0, 0);
- qglUseProgramObjectARB(0);
- // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
- qglBegin(GL_TRIANGLES);
- qglEnd();
- CHECKGLERROR
}
- else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
{
// TODO: add direct pants/shirt rendering
- if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
- if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
- if (!bumptexture)
- bumptexture = r_texture_blanknormalmap;
- if (!glosstexture)
- glosstexture = r_texture_white;
- if (ambientscale)
+ if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ if (r_shadow_rtlight->ambientscale)
{
GL_Color(1,1,1,1);
- colorscale = ambientscale;
+ colorscale = r_shadow_rtlight->ambientscale;
// colorscale accounts for how much we multiply the brightness
// during combine.
//
// performed to get more brightness than otherwise possible.
//
// Limit mult to 64 for sanity sake.
- if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+ if (r_shadow_texture3d.integer && r_shadow_lightcubemap != 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);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = texcoord2f;
- m.texcubemap[2] = R_GetTexture(lightcubemap);
+ m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = *matrix_modeltolight;
+ m.texmatrix[2] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
GL_BlendFunc(GL_ONE, GL_ONE);
}
- else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+ else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == 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);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = texcoord2f;
GL_BlendFunc(GL_ONE, GL_ONE);
}
- else if (r_textureunits.integer >= 4 && lightcubemap)
+ else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
{
// 4 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
#endif
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = texcoord2f;
- if (lightcubemap)
+ if (r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[3] = R_GetTexture(lightcubemap);
+ m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[3] = vertex3f;
- m.texmatrix[3] = *matrix_modeltolight;
+ m.texmatrix[3] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[3] = varray_texcoord3f[3];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_ONE, GL_ONE);
}
- else if (r_textureunits.integer >= 3 && !lightcubemap)
+ else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
{
// 3 2D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
#endif
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = texcoord2f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ if (r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltolight;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
GL_LockArrays(0, 0);
}
- if (diffusescale)
+ if (r_shadow_rtlight->diffusescale)
{
GL_Color(1,1,1,1);
- colorscale = diffusescale;
+ colorscale = r_shadow_rtlight->diffusescale;
// colorscale accounts for how much we multiply the brightness
// during combine.
//
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ if (r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltolight;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
{
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(firstvertex, numvertices);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ if (r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltolight;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
{
// 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[3] = vertex3f;
- m.texmatrix[3] = *matrix_modeltoattenuationz;
+ m.texmatrix[3] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ if (r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltolight;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(firstvertex, numvertices);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ if (r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltolight;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
{
colorscale = specularscale;
GL_Color(1,1,1,1);
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ if (r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltolight;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
#endif
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
+ if (r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltolight;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
}
}
- else
+ else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
{
// TODO: add direct pants/shirt rendering
- if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
- if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
- if (ambientscale)
+ if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ if (r_shadow_rtlight->ambientscale)
{
GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolorbase, ambientscale, color2);
+ VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
if (r_textureunits.integer >= 3)
{
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = *matrix_modeltoattenuationz;
+ m.texmatrix[2] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
#endif
}
}
if (r_textureunits.integer >= 3)
GL_Color(color[0], color[1], color[2], 1);
else if (r_textureunits.integer >= 2)
- R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight);
+ R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
else
- R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight);
+ R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
GL_LockArrays(firstvertex, numvertices);
R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lighttris += numtriangles;
}
}
- if (diffusescale)
+ if (r_shadow_rtlight->diffusescale)
{
GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolorbase, diffusescale, color2);
+ VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.pointer_color = varray_color4f;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
if (r_textureunits.integer >= 3)
{
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = *matrix_modeltoattenuationz;
+ m.texmatrix[2] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
#endif
}
}
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
if (r_textureunits.integer >= 3)
- R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
+ R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
else if (r_textureunits.integer >= 2)
- R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
+ R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
else
- R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
+ R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
GL_LockArrays(firstvertex, numvertices);
R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
for (k = 0;k < 3;k++)
for (j = 0;j < 4;j++)
rtlight->matrix_worldtolight.m[k][j] *= scale;
- Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
- Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
if (model->DrawLight)
{
rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist, 0);
+ model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
}
// switch back to rendering when DrawShadowVolume or DrawLight is called
R_RTLight_Uncompile(&light->rtlight);
}
-void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
+void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+ vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
+ vec_t relativeshadowradius;
+ if (ent == r_refdef.worldentity)
+ {
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+ {
+ shadowmesh_t *mesh;
+ R_Mesh_Matrix(&ent->matrix);
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ {
+ R_Mesh_VertexPointer(mesh->vertex3f);
+ GL_LockArrays(0, mesh->numverts);
+ if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
+ {
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ }
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ GL_LockArrays(0, 0);
+ }
+ }
+ else if (numsurfaces)
+ {
+ R_Mesh_Matrix(&ent->matrix);
+ ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
+ }
+ }
+ else
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
+ relativeshadowradius = rtlight->radius / ent->scale;
+ relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
+ relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
+ relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
+ relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
+ relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
+ relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
+ R_Mesh_Matrix(&ent->matrix);
+ ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+ }
+}
+
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
{
- int i, shadow, usestencil;
- entity_render_t *ent;
+ shadowmesh_t *mesh;
+ // set up properties for rendering light onto this entity
+ r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+ Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
+ Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
+ {
+ R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
+ R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
+ if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+ {
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
+ }
+ }
+ if (ent == r_refdef.worldentity)
+ {
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
+ {
+ for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+ R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
+ }
+ else
+ ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
+ }
+ else
+ ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
+}
+
+void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
+{
+ int i, usestencil;
float f;
- vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
- rtexture_t *cubemaptexture;
- matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+ vec3_t lightcolor;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
qbyte *leafpvs;
- vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
- shadowmesh_t *mesh;
- rmeshstate_t m;
+ int numlightentities;
+ int numshadowentities;
+ entity_render_t *lightentities[MAX_EDICTS];
+ entity_render_t *shadowentities[MAX_EDICTS];
// skip lights that don't light (corona only lights)
if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
// loading is done before visibility checks because loading should happen
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
+ // compile light
if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
R_RTLight_Compile(rtlight);
- if (rtlight->cubemapname[0])
- cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
- else
- cubemaptexture = NULL;
-
- cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
- cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
- cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
- cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
- cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
- cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
- if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
+ // load cubemap
+ r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
+
+ // if the light box is offscreen, skip it
+ if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
return;
- numleafs = 0;
- leaflist = NULL;
- leafpvs = NULL;
- numsurfaces = 0;
- surfacelist = NULL;
+
if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
// compiled light, world available and can receive realtime lighting
leafpvs = rtlight->static_leafpvs;
numsurfaces = rtlight->static_numsurfaces;
surfacelist = rtlight->static_surfacelist;
- VectorCopy(rtlight->cullmins, cullmins);
- VectorCopy(rtlight->cullmaxs, cullmaxs);
}
else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
{
// dynamic light, world available and can receive realtime lighting
- // if the light box is offscreen, skip it right away
- if (R_CullBox(cullmins, cullmaxs))
- return;
// calculate lit surfaces and leafs
R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces);
- r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
+ // if the reduced leaf bounds are offscreen, skip it
+ if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+ return;
+ }
+ else
+ {
+ // no world
+ numleafs = 0;
+ leaflist = NULL;
+ leafpvs = NULL;
+ numsurfaces = 0;
+ surfacelist = NULL;
}
- // if the reduced leaf bounds are offscreen, skip it
- if (R_CullBox(cullmins, cullmaxs))
- return;
// check if light is illuminating any visible leafs
if (numleafs)
{
return;
}
// set up a scissor rectangle for this light
- if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
+ if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
return;
- shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
- usestencil = false;
-
- if (shadow && ((gl_stencil && !visiblelighting) || visiblevolumes))
+ numlightentities = 0;
+ if (numsurfaces)
+ lightentities[numlightentities++] = r_refdef.worldentity;
+ numshadowentities = 0;
+ if (numsurfaces)
+ shadowentities[numshadowentities++] = r_refdef.worldentity;
+ if (r_drawentities.integer)
{
- if (visiblevolumes)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- qglDisable(GL_CULL_FACE);
- GL_DepthTest(visiblevolumes < 2);
- GL_Color(0.0, 0.0125, 0.1, 1);
- }
- else
- {
- R_Shadow_Stage_ShadowVolumes();
- usestencil = true;
- }
- ent = r_refdef.worldentity;
- if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
- {
- memset(&m, 0, sizeof(m));
- R_Mesh_Matrix(&ent->matrix);
- for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ entity_render_t *ent = r_refdef.entities[i];
+ if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
+ && ent->model
+ && !(ent->flags & RENDER_TRANSPARENT)
+ && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
{
- m.pointer_vertex = mesh->vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, mesh->numverts);
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
- {
- // increment stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
- // decrement stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- }
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
- GL_LockArrays(0, 0);
- }
- }
- else if (numsurfaces)
- {
- Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
- ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
- }
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- // rough checks
- if (r_shadow_cull.integer)
- {
- if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
- continue;
- if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingLeafPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
- continue;
- }
- if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
- continue;
- Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
- // light emitting entities should not cast their own shadow
- if (VectorLength2(relativelightorigin) < 0.1)
- continue;
- relativelightmins[0] = relativelightorigin[0] - rtlight->radius;
- relativelightmins[1] = relativelightorigin[1] - rtlight->radius;
- relativelightmins[2] = relativelightorigin[2] - rtlight->radius;
- relativelightmaxs[0] = relativelightorigin[0] + rtlight->radius;
- relativelightmaxs[1] = relativelightorigin[1] + rtlight->radius;
- relativelightmaxs[2] = relativelightorigin[2] + rtlight->radius;
- ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativelightmins, relativelightmaxs);
+ // about the VectorDistance2 - light emitting entities should not cast their own shadow
+ if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
+ shadowentities[numshadowentities++] = ent;
+ if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
+ lightentities[numlightentities++] = ent;
}
}
}
- if (visiblelighting || !visiblevolumes)
+ // return if there's nothing at all to light
+ if (!numlightentities)
+ return;
+
+ R_Shadow_Stage_ActiveLight(rtlight);
+ c_rt_lights++;
+
+ usestencil = false;
+ if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+ {
+ usestencil = true;
+ R_Shadow_Stage_StencilShadowVolumes();
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
+ }
+
+ if (numlightentities && !visible)
{
- if (visiblelighting)
- {
- qglEnable(GL_CULL_FACE);
- GL_DepthTest(visiblelighting < 2);
- GL_Color(0.1, 0.0125, 0, 1);
- }
- else
- R_Shadow_Stage_Light(usestencil);
+ R_Shadow_Stage_Lighting(usestencil);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
+ }
- ent = r_refdef.worldentity;
- if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
- {
- lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
- lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
- lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
- Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
- {
- R_Mesh_Matrix(&ent->matrix);
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, visiblelighting);
- }
- else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist, visiblelighting);
- }
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- // can't draw transparent entity lighting here because
- // transparent meshes are deferred for later
- if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
- {
- lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
- lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
- lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
- Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist, visiblelighting);
- }
- }
- }
+ if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+ {
+ R_Shadow_Stage_VisibleShadowVolumes();
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
+ }
+
+ if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
+ {
+ R_Shadow_Stage_VisibleLighting(usestencil);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
}
}
-void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes)
+void R_ShadowVolumeLighting(qboolean visible)
{
int lnum, flag;
dlight_t *light;
- rmeshstate_t m;
if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
- if (visiblelighting || visiblevolumes)
- {
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Shadow_Stage_Begin();
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- qglCullFace(GL_FRONT); // this culls back
- }
- else
- R_Shadow_Stage_Begin();
flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
if (r_shadow_debuglight.integer >= 0)
{
for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
- R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visible);
}
else
for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
if (light->flags & flag)
- R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visible);
if (r_rtdlight)
for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
- R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visible);
- if (visiblelighting || visiblevolumes)
- {
- qglEnable(GL_CULL_FACE);
- GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
- }
- else
- R_Shadow_Stage_End();
+ R_Shadow_Stage_End();
}
//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
if (!strcasecmp(cubemaps[i].basename, basename))
return cubemaps[i].texture;
if (i >= MAX_CUBEMAPS)
- return NULL;
+ return r_texture_whitecube;
numcubemaps++;
strcpy(cubemaps[i].basename, basename);
cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
+ if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
{
bestrating = rating;
best = light;
void R_Shadow_SetCursorLocationForView(void)
{
- vec_t dist, push, frac;
- vec3_t dest, endpos, normal;
+ vec_t dist, push;
+ vec3_t dest, endpos;
+ trace_t trace;
VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
- frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
- if (frac < 1)
+ trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
+ if (trace.fraction < 1)
{
- dist = frac * r_editlights_cursordistance.value;
+ dist = trace.fraction * r_editlights_cursordistance.value;
push = r_editlights_cursorpushback.value;
if (push > dist)
push = dist;
push = -push;
- VectorMA(endpos, push, r_viewforward, endpos);
- VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
+ VectorMA(trace.endpos, push, r_viewforward, endpos);
+ VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
}
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;