int maxshadowelements;
int *shadowelements;
-int maxtrianglefacinglight;
-qbyte *trianglefacinglight;
-int *trianglefacinglightlist;
+
+int maxshadowmark;
+int numshadowmark;
+int *shadowmark;
+int *shadowmarklist;
+int shadowmarkcount;
int maxvertexupdate;
int *vertexupdate;
vertexupdate = NULL;
vertexremap = NULL;
vertexupdatenum = 0;
- maxtrianglefacinglight = 0;
- trianglefacinglight = NULL;
- trianglefacinglightlist = NULL;
+ maxshadowmark = 0;
+ numshadowmark = 0;
+ shadowmark = NULL;
+ shadowmarklist = NULL;
+ shadowmarkcount = 0;
r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
vertexupdate = NULL;
vertexremap = NULL;
vertexupdatenum = 0;
- maxtrianglefacinglight = 0;
- trianglefacinglight = NULL;
- trianglefacinglightlist = NULL;
+ maxshadowmark = 0;
+ numshadowmark = 0;
+ shadowmark = NULL;
+ shadowmarklist = NULL;
+ shadowmarkcount = 0;
Mem_FreePool(&r_shadow_mempool);
}
}
};
-void R_Shadow_ResizeTriangleFacingLight(int numtris)
-{
- // make sure trianglefacinglight is big enough for this volume
- // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
- // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
- if (maxtrianglefacinglight < numtris)
- {
- maxtrianglefacinglight = numtris;
- if (trianglefacinglight)
- Mem_Free(trianglefacinglight);
- if (trianglefacinglightlist)
- Mem_Free(trianglefacinglightlist);
- trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
- trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
- }
-}
-
int *R_Shadow_ResizeShadowElements(int numtris)
{
// make sure shadowelements is big enough for this volume
return shadowelements;
}
-/*
-// readable version of some code found below
-//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
-{
- float dir0[3], dir1[3], normal[3];
-
- // calculate two mostly perpendicular edge directions
- VectorSubtract(a, b, dir0);
- VectorSubtract(c, b, dir1);
-
- // we have two edge directions, we can calculate a third vector from
- // them, which is the direction of the surface normal (it's magnitude
- // is not 1 however)
- CrossProduct(dir0, dir1, normal);
-
- // compare distance of light along normal, with distance of any point
- // of the triangle along the same normal (the triangle is planar,
- // I.E. flat, so all points give the same answer)
- return DotProduct(p, normal) > DotProduct(a, normal);
-}
-int checkcastshadowfromedge(int t, int i)
+void R_Shadow_PrepareShadowMark(int numtris)
{
- int *te;
- float *v[3];
- if (t >= trianglerange_start && t < trianglerange_end)
+ // make sure shadowmark is big enough for this volume
+ if (maxshadowmark < numtris)
{
- if (t < i && !trianglefacinglight[t])
- return true;
- else
- return false;
+ maxshadowmark = numtris;
+ if (shadowmark)
+ Mem_Free(shadowmark);
+ if (shadowmarklist)
+ Mem_Free(shadowmarklist);
+ shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+ shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+ shadowmarkcount = 0;
}
- else
+ shadowmarkcount++;
+ // if shadowmarkcount wrapped we clear the array and adjust accordingly
+ if (shadowmarkcount == 0)
{
- if (t < 0)
- return true;
- else
- {
- te = inelement3i + t * 3;
- v[0] = invertex3f + te[0] * 3;
- v[1] = invertex3f + te[1] * 3;
- v[2] = invertex3f + te[2] * 3;
- if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- return true;
- else
- return false;
- }
+ shadowmarkcount = 1;
+ memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
}
+ numshadowmark = 0;
}
-*/
-int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
{
- int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
- const float *v[3];
- const int *e, *n, *te;
+ int i, j, tris = 0, vr[3], t, outvertices = 0;
+ const int *e, *n;
float f, temp[3];
- // make sure trianglefacinglight is big enough for this volume
- if (maxtrianglefacinglight < trianglerange_end)
- R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
-
if (maxvertexupdate < innumvertices)
{
maxvertexupdate = innumvertices;
Mem_Free(vertexremap);
vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexupdatenum = 0;
}
vertexupdatenum++;
-
- if (r_shadow_singlepassvolumegeneration.integer)
+ if (vertexupdatenum == 0)
{
- // one pass approach (identify lit/dark faces and generate sides while doing so)
- for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
- {
- // calculate triangle facing flag
- v[0] = invertex3f + e[0] * 3;
- v[1] = invertex3f + e[1] * 3;
- v[2] = invertex3f + e[2] * 3;
- if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
- {
- // make sure the vertices are created
- for (j = 0;j < 3;j++)
- {
- if (vertexupdate[e[j]] != vertexupdatenum)
- {
- vertexupdate[e[j]] = vertexupdatenum;
- vertexremap[e[j]] = outvertices;
- VectorCopy(v[j], outvertex3f);
- VectorSubtract(v[j], relativelightorigin, temp);
- f = projectdistance / VectorLength(temp);
- VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
- outvertex3f += 6;
- outvertices += 2;
- }
- }
- // output the front and back triangles
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[2];
- outelement3i[3] = vr[2] + 1;
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- // output the sides (facing outward from this triangle)
- t = n[0];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0];
- outelement3i[2] = vr[0] + 1;
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[1] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[1];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[1] + 1;
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[2] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[2];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2];
- outelement3i[2] = vr[2] + 1;
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- }
- }
- else
- {
- // this triangle is not facing the light
- // output the sides (facing inward to this triangle)
- t = n[0];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0] + 1;
- outelement3i[2] = vr[0];
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[1];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1] + 1;
- outelement3i[2] = vr[1];
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[1] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[2];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[0] = vertexremap[e[0]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2] + 1;
- outelement3i[2] = vr[2];
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[2] + 1;
- outelement3i += 6;
- tris += 2;
- }
- }
- }
+ vertexupdatenum = 1;
+ memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
+ memset(vertexremap, 0, maxvertexupdate * sizeof(int));
}
- else
+
+ for (i = 0;i < numshadowmarktris;i++)
{
- // two pass approach (identify lit/dark faces and then generate sides)
- for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+ t = shadowmarktris[i];
+ shadowmark[t] = shadowmarkcount;
+ e = inelement3i + t * 3;
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
{
- // calculate triangle facing flag
- v[0] = invertex3f + e[0] * 3;
- v[1] = invertex3f + e[1] * 3;
- v[2] = invertex3f + e[2] * 3;
- if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ if (vertexupdate[e[j]] != vertexupdatenum)
{
- trianglefacinglightlist[numfacing++] = i;
- // make sure the vertices are created
- for (j = 0;j < 3;j++)
- {
- if (vertexupdate[e[j]] != vertexupdatenum)
- {
- vertexupdate[e[j]] = vertexupdatenum;
- vertexremap[e[j]] = outvertices;
- VectorSubtract(v[j], relativelightorigin, temp);
- f = projectdistance / VectorLength(temp);
- VectorCopy(v[j], outvertex3f);
- VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
- outvertex3f += 6;
- outvertices += 2;
- }
- }
- // output the front and back triangles
- outelement3i[0] = vertexremap[e[0]];
- outelement3i[1] = vertexremap[e[1]];
- outelement3i[2] = vertexremap[e[2]];
- outelement3i[3] = vertexremap[e[2]] + 1;
- outelement3i[4] = vertexremap[e[1]] + 1;
- outelement3i[5] = vertexremap[e[0]] + 1;
- outelement3i += 6;
- tris += 2;
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorCopy(invertex3f + e[j] * 3, outvertex3f);
+ VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
}
}
- for (i = 0;i < numfacing;i++)
+ // output the front and back triangles
+ outelement3i[0] = vertexremap[e[0]];
+ outelement3i[1] = vertexremap[e[1]];
+ outelement3i[2] = vertexremap[e[2]];
+ outelement3i[3] = vertexremap[e[2]] + 1;
+ outelement3i[4] = vertexremap[e[1]] + 1;
+ outelement3i[5] = vertexremap[e[0]] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+
+ for (i = 0;i < numshadowmarktris;i++)
+ {
+ t = shadowmarktris[i];
+ e = inelement3i + t * 3;
+ n = inneighbor3i + t * 3;
+ // output the sides (facing outward from this triangle)
+ if (shadowmark[n[0]] != shadowmarkcount)
{
- t = trianglefacinglightlist[i];
- e = inelement3i + t * 3;
- n = inneighbor3i + t * 3;
- // output the sides (facing outward from this triangle)
- t = n[0];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0];
- outelement3i[2] = vr[0] + 1;
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[1] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[1];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[1] + 1;
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[2] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[2];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- vr[0] = vertexremap[e[0]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2];
- outelement3i[2] = vr[2] + 1;
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- }
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0];
+ outelement3i[2] = vr[0] + 1;
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ if (shadowmark[n[1]] != shadowmarkcount)
+ {
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[1] + 1;
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ if (shadowmark[n[2]] != shadowmarkcount)
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2];
+ outelement3i[2] = vr[2] + 1;
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
}
}
if (outnumvertices)
float varray_vertex3f2[65536*3];
-void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
{
int tris, outverts;
if (projectdistance < 0.1)
Con_Printf("R_Shadow_Volume: projectdistance %f\n");
return;
}
- if (!numverts)
+ if (!numverts || !nummarktris)
return;
-
// make sure shadowelements is big enough for this volume
- if (maxshadowelements < numtris * 24)
- R_Shadow_ResizeShadowElements(numtris);
+ if (maxshadowelements < nummarktris * 24)
+ R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
+ tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+ R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
+}
+
+void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs)
+{
+ int i;
+ const float *v[3];
- // check which triangles are facing the light, and then output
+ // check which triangles are facing the , and then output
// triangle elements and vertices... by clever use of elements we
// can construct the whole shadow from the unprojected vertices and
// the projected vertices
- if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
+
+ // identify lit faces within the bounding box
+ R_Shadow_PrepareShadowMark(numtris);
+ for (i = 0;i < numtris;i++)
{
- GL_VertexPointer(varray_vertex3f2);
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
- {
- // 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(outverts, tris, shadowelements);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtris;
- // 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(outverts, tris, shadowelements);
+ v[0] = invertex3f + elements[i*3+0] * 3;
+ v[1] = invertex3f + elements[i*3+1] * 3;
+ v[2] = invertex3f + elements[i*3+2] * 3;
+ if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = i;
+ }
+ R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
+}
+
+void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius)
+{
+ vec3_t mins, maxs;
+ mins[0] = projectorigin[0] - radius;
+ mins[1] = projectorigin[1] - radius;
+ mins[2] = projectorigin[2] - radius;
+ maxs[0] = projectorigin[0] + radius;
+ maxs[1] = projectorigin[1] + radius;
+ maxs[2] = projectorigin[2] + radius;
+ R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs);
+}
+
+void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
+{
+ GL_VertexPointer(vertex3f);
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ {
+ // 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(numvertices, numtriangles, element3i);
c_rt_shadowmeshes++;
- c_rt_shadowtris += numtris;
+ c_rt_shadowtris += numtriangles;
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
}
+ R_Mesh_Draw(numvertices, numtriangles, element3i);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtriangles;
}
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
R_Mesh_State_Texture(&m);
GL_Color(0, 0, 0, 1);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
r_shadowstage = SHADOWSTAGE_NONE;
c_rt_lights = c_rt_clears = c_rt_scissored = 0;
memset(&m, 0, sizeof(m));
R_Mesh_State_Texture(&m);
GL_Color(1, 1, 1, 1);
- qglColorMask(0, 0, 0, 0);
+ GL_ColorMask(0, 0, 0, 0);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
r_shadowstage = SHADOWSTAGE_STENCIL;
- qglClear(GL_STENCIL_BUFFER_BIT);
+ 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),
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
+ GL_ColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
+ GL_ColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ GL_ColorMask(1, 1, 1, 1);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
qglDepthFunc(GL_LEQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
// (?!? seems like a driver bug) so abort if gl_stencil is false
if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
{
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
}
for (i = 0;i < 3;i++)
ix2 = x2 + 1.0f;
iy2 = y2 + 1.0f;
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
- if (ix1 < r_refdef.x) ix1 = r_refdef.x;
- if (iy1 < r_refdef.y) iy1 = r_refdef.y;
- if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
- if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+ 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 (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
m.pointer_texcoord[1] = varray_texcoord3f[1];
m.pointer_texcoord[2] = varray_texcoord3f[2];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord[0] = varray_texcoord3f[0];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
m.pointer_texcoord[2] = varray_texcoord2f[2];
m.pointer_texcoord[3] = varray_texcoord2f[3];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
m.pointer_texcoord[0] = varray_texcoord2f[0];
m.pointer_texcoord[1] = varray_texcoord2f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
}
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, colorscale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
VectorScale(lightcolor, colorscale, color2);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
}
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, colorscale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
for (mesh = castmesh;mesh;mesh = mesh->next)
{
Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
- if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value)))
+ R_Shadow_PrepareShadowMark(mesh->numtriangles);
+ for (i = 0;i < mesh->numtriangles;i++)
+ {
+ const float *v[3];
+ v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3;
+ v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3;
+ v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3;
+ if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = i;
+ }
+ if (maxshadowelements < numshadowmark * 24)
+ R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24);
+ if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist)))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
}
Mem_Free(vertex3f);
qglDisable(GL_DEPTH_TEST);
qglDisable(GL_STENCIL_TEST);
//qglDisable(GL_CULL_FACE);
- qglColorMask(1,1,1,1);
+ GL_ColorMask(1,1,1,1);
memset(&m, 0, sizeof(m));
R_Mesh_State_Texture(&m);
GL_Color(0,0.1,0,1);
if (stencilenabled)
{
qglEnable(GL_STENCIL_TEST);
- qglColorMask(0,0,0,0);
+ GL_ColorMask(0,0,0,0);
}
}
R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
if (visiblevolumes)
{
qglEnable(GL_CULL_FACE);
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
}
else
R_Shadow_Stage_End();
shadow = false;
t++;
}
- a = sscanf(t, "%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
if (a < 13)
VectorClear(angles);
if (a < 10)
corona = 0;
- if (a < 9)
+ if (a < 9 || !strcmp(cubemapname, "\"\""))
cubemapname[0] = 0;
*s = '\n';
if (a < 8)
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "", light->corona, light->angles[0], light->angles[1], light->angles[2]);
+ sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
- int entnum, style, islight, skin, pflags;
+ int entnum, style, islight, skin, pflags, effects;
char key[256], value[1024];
float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
const char *data;
style = 0;
skin = 0;
pflags = 0;
+ effects = 0;
islight = false;
while (1)
{
skin = (int)atof(value);
else if (!strcmp("pflags", key))
pflags = (int)atof(value);
+ else if (!strcmp("effects", key))
+ effects = (int)atof(value);
}
if (light <= 0 && islight)
light = 300;
lightscale = 1;
if (fadescale <= 0)
fadescale = 1;
+ if (gamemode == GAME_TENEBRAE)
+ {
+ if (effects & EF_NODRAW)
+ {
+ pflags |= PFLAGS_FULLDYNAMIC;
+ effects &= ~EF_NODRAW;
+ }
+ }
radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
if (color[0] == 1 && color[1] == 1 && color[2] == 1)
VectorCopy(overridecolor, color);
VectorScale(color, light, color);
VectorAdd(origin, originhack, origin);
- if (radius >= 15)
- R_Shadow_NewWorldLight(origin, angles, color, radius, !!(pflags & 2), style, !(pflags & 1), skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+ if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
+ R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
}
}