X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=09b79b3be0e5edbaeb103a66d4cdf820f2fba5d9;hp=45927703e88acf2eee3afc67df541f7b20b6ccc5;hb=865b28b52f6355449fabb3e9d7be26e586ef967b;hpb=10e5fd59b104433d9eb13d9bac9da0eeb92d0297 diff --git a/r_shadow.c b/r_shadow.c index 45927703..09b79b3b 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -142,23 +142,17 @@ int *vertexupdate; int *vertexremap; int vertexupdatenum; -int r_shadow_buffer_numclusterpvsbytes; -qbyte *r_shadow_buffer_clusterpvs; -int *r_shadow_buffer_clusterlist; +int r_shadow_buffer_numleafpvsbytes; +qbyte *r_shadow_buffer_leafpvs; +int *r_shadow_buffer_leaflist; int r_shadow_buffer_numsurfacepvsbytes; qbyte *r_shadow_buffer_surfacepvs; 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_blankbumptexture; -rtexture_t *r_shadow_blankglosstexture; -rtexture_t *r_shadow_blankwhitetexture; -rtexture_t *r_shadow_blankwhitecubetexture; -rtexture_t *r_shadow_blankblacktexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -179,28 +173,32 @@ cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; 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_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"}; +cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"}; +cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"}; +cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"}; cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"}; cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; -cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; +cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"}; 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", "-0.02"}; +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_distance", "1024"}; -cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; -cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; -cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; +cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"}; +cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"}; +cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"}; +cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; @@ -277,15 +275,15 @@ const char *builtinshader_light_vert = " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" " // transform unnormalized eye direction into tangent space\n" " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" +" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" @@ -346,7 +344,7 @@ const char *builtinshader_light_frag = " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" -" float colorscale = clamp(1.0 - dot(CubeVector, CubeVector), 0.0, 1.0);\n" +" float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" @@ -354,20 +352,16 @@ const char *builtinshader_light_frag = "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-1, 1);\n" -" TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n" -" TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n" -" TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n" -" TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n" -"#endif\n" -"\n" -"#ifdef USECUBEFILTER\n" -" // apply light cubemap filter\n" -" LightColor *= vec3(textureCube(Texture_Cube, CubeVector));\n" +" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n" +" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" +" vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" +" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" +" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" +"#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " // get the texels - with a blendmap we'd need to blend multiple here\n" -" vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) * 2.0 - 1.0;\n" +" vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n" " vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n" "#ifdef USESPECULAR\n" " vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n" @@ -375,9 +369,14 @@ const char *builtinshader_light_frag = "\n" " // calculate shading\n" " vec3 diffusenormal = normalize(LightVector);\n" -" vec3 color = colortexel * (AmbientScale + DiffuseScale * clamp(dot(surfacenormal, diffusenormal), 0.0, 1.0));\n" +" vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" -" color += glosstexel * (SpecularScale * pow(clamp(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0, 1.0), SpecularPower));\n" +" color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n" +"#endif\n" +"\n" +"#ifdef USECUBEFILTER\n" +" // apply light cubemap filter\n" +" color *= vec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // calculate fragment color\n" @@ -390,14 +389,8 @@ void r_shadow_start(void) int i; // allocate vertex processing arrays numcubemaps = 0; - r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankbumptexture = NULL; - r_shadow_blankglosstexture = NULL; - r_shadow_blankwhitetexture = NULL; - r_shadow_blankwhitecubetexture = NULL; - r_shadow_blankblacktexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); @@ -413,9 +406,9 @@ void r_shadow_start(void) shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; - r_shadow_buffer_numclusterpvsbytes = 0; - r_shadow_buffer_clusterpvs = NULL; - r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_leafpvs = NULL; + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; @@ -457,6 +450,11 @@ void r_shadow_start(void) vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert; fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag; r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); + if (!r_shadow_program_light[i]) + { + Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light"); + continue; + } qglUseProgramObjectARB(r_shadow_program_light[i]); qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR @@ -473,6 +471,7 @@ void r_shadow_start(void) qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR } } + qglUseProgramObjectARB(0); if (fragstring) Mem_Free(fragstring); if (vertstring) @@ -493,14 +492,8 @@ void r_shadow_shutdown(void) } } numcubemaps = 0; - r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankbumptexture = NULL; - r_shadow_blankglosstexture = NULL; - r_shadow_blankwhitetexture = NULL; - r_shadow_blankwhitecubetexture = NULL; - r_shadow_blankblacktexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; @@ -524,13 +517,13 @@ void r_shadow_shutdown(void) Mem_Free(shadowmarklist); shadowmarklist = NULL; shadowmarkcount = 0; - r_shadow_buffer_numclusterpvsbytes = 0; - if (r_shadow_buffer_clusterpvs) - Mem_Free(r_shadow_buffer_clusterpvs); - r_shadow_buffer_clusterpvs = NULL; - if (r_shadow_buffer_clusterlist) - Mem_Free(r_shadow_buffer_clusterlist); - r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numleafpvsbytes = 0; + if (r_shadow_buffer_leafpvs) + Mem_Free(r_shadow_buffer_leafpvs); + r_shadow_buffer_leafpvs = NULL; + if (r_shadow_buffer_leaflist) + Mem_Free(r_shadow_buffer_leaflist); + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; if (r_shadow_buffer_surfacepvs) Mem_Free(r_shadow_buffer_surfacepvs); @@ -562,10 +555,14 @@ void R_Shadow_Help_f(void) "r_shadow_projectdistance : shadow volume projection distance\n" "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n" "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n" +"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n" "r_shadow_realtime_world : use high quality world lighting mode\n" "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" +"r_shadow_realtime_world_compile : compile surface/visibility information\n" +"r_shadow_realtime_world_compilelight : compile lighting geometry\n" +"r_shadow_realtime_world_compileshadow : compile shadow geometry\n" "r_shadow_glsl : use OpenGL Shading Language for lighting\n" "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n" "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n" @@ -575,6 +572,7 @@ void R_Shadow_Help_f(void) "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n" "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" +"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n" "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" "Commands:\n" "r_shadow_help : this help\n" @@ -597,16 +595,20 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling); Cvar_RegisterVariable(&r_shadow_realtime_world); Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows); Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_world_compile); + Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight); + Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); - Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_visiblelighting); Cvar_RegisterVariable(&r_shadow_visiblevolumes); Cvar_RegisterVariable(&r_shadow_glsl); Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); @@ -633,16 +635,16 @@ void R_Shadow_Init(void) shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; - r_shadow_buffer_numclusterpvsbytes = 0; - r_shadow_buffer_clusterpvs = NULL; - r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_leafpvs = NULL; + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } -matrix4x4_t matrix_attenuationxyz = +static matrix4x4_t matrix_attenuationxyz = { { {0.5, 0.0, 0.0, 0.5}, @@ -652,7 +654,7 @@ matrix4x4_t matrix_attenuationxyz = } }; -matrix4x4_t matrix_attenuationz = +static matrix4x4_t matrix_attenuationz = { { {0.0, 0.0, 0.5, 0.5}, @@ -675,24 +677,20 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -void R_Shadow_EnlargeClusterBuffer(int numclusters) +static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) { - int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255; - if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes) + int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255; + int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; + if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes) { - if (r_shadow_buffer_clusterpvs) - Mem_Free(r_shadow_buffer_clusterpvs); - if (r_shadow_buffer_clusterlist) - Mem_Free(r_shadow_buffer_clusterlist); - r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes; - r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes); - r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist)); + if (r_shadow_buffer_leafpvs) + Mem_Free(r_shadow_buffer_leafpvs); + if (r_shadow_buffer_leaflist) + Mem_Free(r_shadow_buffer_leaflist); + r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; + r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); + r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } -} - -void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces) -{ - int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { if (r_shadow_buffer_surfacepvs) @@ -731,10 +729,10 @@ void R_Shadow_PrepareShadowMark(int numtris) 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, vr[3], t, outvertices = 0; - float f, temp[3]; - const int *e, *n; - const float *v; + int i, j; + int outtriangles = 0, outvertices = 0; + const int *element; + const float *vertex; if (maxvertexupdate < innumvertices) { @@ -760,22 +758,22 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) { - t = shadowmarktris[i]; - e = inelement3i + t * 3; + element = inelement3i + shadowmarktris[i] * 3; // make sure the vertices are created for (j = 0;j < 3;j++) { - if (vertexupdate[e[j]] != vertexupdatenum) + if (vertexupdate[element[j]] != vertexupdatenum) { - vertexupdate[e[j]] = vertexupdatenum; - vertexremap[e[j]] = outvertices; - v = invertex3f + e[j] * 3; + float ratio, direction[3]; + vertexupdate[element[j]] = vertexupdatenum; + vertexremap[element[j]] = outvertices; + vertex = invertex3f + element[j] * 3; // project one copy of the vertex to the sphere radius of the light // (FIXME: would projecting it to the light box be better?) - VectorSubtract(v, projectorigin, temp); - f = projectdistance / VectorLength(temp); - VectorCopy(v, outvertex3f); - VectorMA(projectorigin, f, temp, (outvertex3f + 3)); + VectorSubtract(vertex, projectorigin, direction); + ratio = projectdistance / VectorLength(direction); + VectorCopy(vertex, outvertex3f); + VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); outvertex3f += 6; outvertices += 2; } @@ -784,62 +782,70 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) { - t = shadowmarktris[i]; - e = inelement3i + t * 3; - n = inneighbor3i + t * 3; + int remappedelement[3]; + int markindex; + const int *neighbortriangle; + + markindex = shadowmarktris[i] * 3; + element = inelement3i + markindex; + neighbortriangle = inneighbor3i + markindex; // 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[0] = vertexremap[element[0]]; + outelement3i[1] = vertexremap[element[1]]; + outelement3i[2] = vertexremap[element[2]]; + outelement3i[3] = vertexremap[element[2]] + 1; + outelement3i[4] = vertexremap[element[1]] + 1; + outelement3i[5] = vertexremap[element[0]] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; // output the sides (facing outward from this triangle) - if (shadowmark[n[0]] != shadowmarkcount) + if (shadowmark[neighbortriangle[0]] != shadowmarkcount) { - 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; + remappedelement[0] = vertexremap[element[0]]; + remappedelement[1] = vertexremap[element[1]]; + outelement3i[0] = remappedelement[1]; + outelement3i[1] = remappedelement[0]; + outelement3i[2] = remappedelement[0] + 1; + outelement3i[3] = remappedelement[1]; + outelement3i[4] = remappedelement[0] + 1; + outelement3i[5] = remappedelement[1] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } - if (shadowmark[n[1]] != shadowmarkcount) + if (shadowmark[neighbortriangle[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; + remappedelement[1] = vertexremap[element[1]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[2]; + outelement3i[1] = remappedelement[1]; + outelement3i[2] = remappedelement[1] + 1; + outelement3i[3] = remappedelement[2]; + outelement3i[4] = remappedelement[1] + 1; + outelement3i[5] = remappedelement[2] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } - if (shadowmark[n[2]] != shadowmarkcount) + if (shadowmark[neighbortriangle[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; + remappedelement[0] = vertexremap[element[0]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[0]; + outelement3i[1] = remappedelement[2]; + outelement3i[2] = remappedelement[2] + 1; + outelement3i[3] = remappedelement[0]; + outelement3i[4] = remappedelement[2] + 1; + outelement3i[5] = remappedelement[0] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } } if (outnumvertices) *outnumvertices = outvertices; - return tris; + return outtriangles; } 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) @@ -859,7 +865,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); } -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs) +void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) { int t, tend; const int *e; @@ -914,14 +920,14 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte // 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); + R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += 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(numvertices, numtriangles, element3i); + R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; GL_LockArrays(0, 0); @@ -929,99 +935,16 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte 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))); - data[0] = 128; - data[1] = 128; - data[2] = 255; - data[3] = 255; - r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 255; - data[1] = 255; - data[2] = 255; - data[3] = 255; - r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 255; - data[1] = 255; - data[2] = 255; - data[3] = 255; - r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 0; - data[1] = 0; - data[2] = 0; - data[3] = 255; - r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - 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++) @@ -1141,15 +1064,6 @@ void R_Shadow_Stage_ShadowVolumes(void) // this is changed by every shadow render so its value here is unimportant qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } - GL_Clear(GL_STENCIL_BUFFER_BIT); - c_rt_clears++; - // LordHavoc note: many shadow volumes reside entirely inside the world - // (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) @@ -1179,7 +1093,6 @@ void R_Shadow_Stage_Light(int shadowtest) // stencil is 128 (values other than this mean shadow) qglStencilFunc(GL_EQUAL, 128, ~0); r_shadowstage = SHADOWSTAGE_LIGHT; - c_rt_lights++; } void R_Shadow_Stage_End(void) @@ -1569,36 +1482,156 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -void R_Shadow_RenderLighting(int numverts, 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 *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale) +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) { int renders; float color[3], color2[3], colorscale; rmeshstate_t m; - // FIXME: support EF_NODEPTHTEST - GL_DepthMask(false); - GL_DepthTest(true); + if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && specularscale > 0) + specularscale = specularscale * r_shadow_glossintensity.value; + else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && specularscale > 0) + { + glosstexture = r_texture_white; + specularscale = specularscale * r_shadow_gloss2intensity.value; + } + else + { + glosstexture = r_texture_black; + specularscale = 0; + } + if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001) + return; + if (!basetexture) + basetexture = r_texture_white; if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - specularscale *= r_shadow_glossintensity.value; - if (!glosstexture) + bumptexture = r_texture_blanknormalmap; + if (!lightcolorbase) + lightcolorbase = vec3_origin; + if (!lightcolorpants) + lightcolorpants = vec3_origin; + if (!lightcolorshirt) + lightcolorshirt = vec3_origin; + if (visiblelighting) { - if (r_shadow_gloss.integer >= 2) + int passes = 0; + if (r_shadow_glsl.integer && r_shadow_program_light[0]) + passes++; // GLSL shader path (GFFX5200, Radeon 9500) + else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { - glosstexture = r_shadow_blankglosstexture; - specularscale *= r_shadow_gloss2intensity.value; + // 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) + { + colorscale = ambientscale; + if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4) + { + } + else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2) + { + } + else if (r_textureunits.integer >= 4 && lightcubemap) + { + } + else if (r_textureunits.integer >= 3 && !lightcubemap) + { + } + else + passes++; + VectorScale(lightcolorbase, colorscale, 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) + { + colorscale = 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) + { + // 1/2/2 3D combine path (original Radeon) + passes += 2; + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) + { + // 2/2 3D combine path (original Radeon) + passes++; + } + else if (r_textureunits.integer >= 4) + { + // 4/2 2D combine path (Geforce3, Radeon 8500) + passes++; + } + else + { + // 2/2/2 2D combine path (any dot3 card) + passes += 2; + } + VectorScale(lightcolorbase, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + if (specularscale && glosstexture != r_texture_black) + { + //if (gl_support_blendsquare) + { + colorscale = specularscale; + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& 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! + passes += 3; + else + passes += 4; + VectorScale(lightcolorbase, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + } } else { - glosstexture = r_shadow_blankblacktexture; - specularscale = 0; + // 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) + { + VectorScale(lightcolorbase, 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) + { + VectorScale(lightcolorbase, diffusescale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + } + if (passes) + { + GL_Color(0.1*passes, 0.025*passes, 0, 1); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + GL_LockArrays(0, 0); } - } - if (r_shadow_gloss.integer < 1) - specularscale = 0; - if (!lightcubemap) - lightcubemap = r_shadow_blankwhitecubetexture; - if (ambientscale + diffusescale + specularscale < 0.01) return; + } + // FIXME: support EF_NODEPTHTEST + GL_DepthMask(false); + GL_DepthTest(true); if (r_shadow_glsl.integer && r_shadow_program_light[0]) { unsigned int perm, prog; @@ -1614,57 +1647,89 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_shadow_blankwhitetexture); + 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; - if (specularscale) + // 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) + //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG]) // perm |= SHADERPERMUTATION_FOG; - if (lightcubemap) + if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER]) perm |= SHADERPERMUTATION_CUBEFILTER; - if (r_shadow_glsl_offsetmapping.integer) + if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING]) perm |= SHADERPERMUTATION_OFFSETMAPPING; prog = r_shadow_program_light[perm]; - qglUseProgramObjectARB(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); - qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale); - qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale); + { + qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR + } + qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR if (perm & SHADERPERMUTATION_SPECULAR) { - qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8); - qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale); + qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR } - qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]); - qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]); + 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]); + { + qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR + } if (perm & SHADERPERMUTATION_OFFSETMAPPING) { - // these are * 0.25 because the offsetmapping shader does the process 4 times - qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value * 0.25); - qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value * 0.25); + 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 - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + 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) + { + R_Mesh_TexBind(1, R_GetTexture(pantstexture)); + qglUniform3fARB(qglGetUniformLocationARB(prog, "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) + { + R_Mesh_TexBind(1, R_GetTexture(shirttexture)); + qglUniform3fARB(qglGetUniformLocationARB(prog, "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) { + // 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_shadow_blankbumptexture; + bumptexture = r_texture_blanknormalmap; if (!glosstexture) - glosstexture = r_shadow_blankglosstexture; + glosstexture = r_texture_white; if (ambientscale) { GL_Color(1,1,1,1); @@ -1687,7 +1752,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; @@ -1697,7 +1762,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[2] = *matrix_modeltolight; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1712,7 +1777,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; @@ -1729,7 +1794,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1737,7 +1802,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; @@ -1749,7 +1814,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[3] = *matrix_modeltolight; #else m.pointer_texcoord3f[3] = varray_texcoord3f[3]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_ONE, GL_ONE); @@ -1765,7 +1830,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1773,7 +1838,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; @@ -1790,7 +1855,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1798,13 +1863,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1821,7 +1886,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1829,12 +1894,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolor, colorscale, color2); - GL_LockArrays(0, numverts); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -1859,23 +1924,23 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1892,7 +1957,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1908,13 +1973,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1924,14 +1989,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + 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_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1948,7 +2013,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1961,15 +2026,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + 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_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1984,7 +2049,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -1996,17 +2061,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2014,13 +2079,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[3] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[3] = varray_texcoord2f[3]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2037,7 +2102,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2053,7 +2118,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2061,13 +2126,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2077,14 +2142,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + 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_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2101,7 +2166,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2109,18 +2174,18 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolor, colorscale, color2); - GL_LockArrays(0, numverts); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } GL_LockArrays(0, 0); } - if (specularscale && glosstexture != r_shadow_blankblacktexture) + if (specularscale && glosstexture != r_texture_black) { // FIXME: detect blendsquare! //if (gl_support_blendsquare) @@ -2134,16 +2199,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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], numverts, vertex3f, svector3f, tvector3f, normal3f, 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, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2151,17 +2216,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2174,12 +2239,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2196,7 +2261,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2208,16 +2273,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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], numverts, vertex3f, svector3f, tvector3f, normal3f, 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, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2225,17 +2290,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2250,7 +2315,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2261,16 +2326,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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], numverts, vertex3f, svector3f, tvector3f, normal3f, 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, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2278,17 +2343,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2301,7 +2366,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2309,12 +2374,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2331,19 +2396,19 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolor, colorscale, color2); - GL_LockArrays(0, numverts); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -2353,10 +2418,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements } 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) { GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolor, ambientscale, color2); + VectorScale(lightcolorbase, ambientscale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -2370,7 +2440,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif if (r_textureunits.integer >= 3) { @@ -2381,7 +2451,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[2] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif } } @@ -2398,11 +2468,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements if (r_textureunits.integer >= 3) GL_Color(color[0], color[1], color[2], 1); else if (r_textureunits.integer >= 2) - R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight); + R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight); else - R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2411,7 +2481,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements if (diffusescale) { GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolor, diffusescale, color2); + VectorScale(lightcolorbase, diffusescale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = varray_color4f; @@ -2426,7 +2496,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif if (r_textureunits.integer >= 3) { @@ -2437,7 +2507,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[2] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif } } @@ -2448,13 +2518,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); if (r_textureunits.integer >= 3) - R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight); + R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); else if (r_textureunits.integer >= 2) - R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); + R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); else - R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2515,16 +2585,19 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces; - entity_render_t *ent = &cl_entities[0].render; - model_t *model = ent->model; + int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces; + entity_render_t *ent = r_refdef.worldentity; + model_t *model = r_refdef.worldmodel; + qbyte *data; // compile the light rtlight->compiled = true; - rtlight->static_numclusters = 0; - rtlight->static_numclusterpvsbytes = 0; - rtlight->static_clusterlist = NULL; - rtlight->static_clusterpvs = NULL; + rtlight->static_numleafs = 0; + rtlight->static_numleafpvsbytes = 0; + rtlight->static_leaflist = NULL; + rtlight->static_leafpvs = NULL; + rtlight->static_numsurfaces = 0; + rtlight->static_surfacelist = NULL; rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; @@ -2536,28 +2609,32 @@ void R_RTLight_Compile(rtlight_t *rtlight) { // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering r_shadow_compilingrtlight = rtlight; - R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters); - R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); - model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); - rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; - rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); - if (numclusters) - { - rtlight->static_numclusters = numclusters; - rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); - memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); - memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes); - } + R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces); + model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; + data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + rtlight->static_numleafs = numleafs; + rtlight->static_numleafpvsbytes = numleafpvsbytes; + rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs; + rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes; + rtlight->static_numsurfaces = numsurfaces; + rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces; + if (numleafs) + memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); + if (numleafpvsbytes) + memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes); + if (numsurfaces) + memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); if (model->DrawShadowVolume && rtlight->shadow) { rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs); rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); } 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); + 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); 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 @@ -2606,14 +2683,15 @@ void R_RTLight_Uncompile(rtlight_t *rtlight) if (rtlight->static_meshchain_light) Mod_ShadowMesh_Free(rtlight->static_meshchain_light); rtlight->static_meshchain_light = NULL; - if (rtlight->static_clusterlist) - Mem_Free(rtlight->static_clusterlist); - rtlight->static_clusterlist = NULL; - if (rtlight->static_clusterpvs) - Mem_Free(rtlight->static_clusterpvs); - rtlight->static_clusterpvs = NULL; - rtlight->static_numclusters = 0; - rtlight->static_numclusterpvsbytes = 0; + // these allocations are grouped + if (rtlight->static_leaflist) + Mem_Free(rtlight->static_leaflist); + rtlight->static_numleafs = 0; + rtlight->static_numleafpvsbytes = 0; + rtlight->static_leaflist = NULL; + rtlight->static_leafpvs = NULL; + rtlight->static_numsurfaces = 0; + rtlight->static_surfacelist = NULL; rtlight->compiled = false; } } @@ -2625,7 +2703,7 @@ void R_Shadow_UncompileWorldLights(void) R_RTLight_Uncompile(&light->rtlight); } -void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) +void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes) { int i, shadow, usestencil; entity_render_t *ent; @@ -2633,10 +2711,10 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2; rtexture_t *cubemaptexture; matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; - int numclusters, numsurfaces; - int *clusterlist, *surfacelist; - qbyte *clusterpvs; - vec3_t cullmins, cullmaxs; + int numleafs, numsurfaces; + int *leaflist, *surfacelist; + qbyte *leafpvs; + vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs; shadowmesh_t *mesh; rmeshstate_t m; @@ -2659,7 +2737,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // 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) - if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer) + 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); @@ -2674,18 +2752,20 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0) return; - numclusters = 0; - clusterlist = NULL; - clusterpvs = NULL; + numleafs = 0; + leaflist = NULL; + leafpvs = NULL; numsurfaces = 0; surfacelist = NULL; - if (rtlight->compiled && r_shadow_staticworldlights.integer) + if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting - // retrieve cluster information - numclusters = rtlight->static_numclusters; - clusterlist = rtlight->static_clusterlist; - clusterpvs = rtlight->static_clusterpvs; + // retrieve leaf information + numleafs = rtlight->static_numleafs; + leaflist = rtlight->static_leaflist; + leafpvs = rtlight->static_leafpvs; + numsurfaces = rtlight->static_numsurfaces; + surfacelist = rtlight->static_surfacelist; VectorCopy(rtlight->cullmins, cullmins); VectorCopy(rtlight->cullmaxs, cullmaxs); } @@ -2695,42 +2775,51 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // if the light box is offscreen, skip it right away if (R_CullBox(cullmins, cullmaxs)) return; - // calculate lit surfaces and clusters - R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters); - R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces); - r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); - clusterlist = r_shadow_buffer_clusterlist; - clusterpvs = r_shadow_buffer_clusterpvs; + // 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); + leaflist = r_shadow_buffer_leaflist; + leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; } - // if the reduced cluster bounds are offscreen, skip it + // if the reduced leaf bounds are offscreen, skip it if (R_CullBox(cullmins, cullmaxs)) return; - // check if light is illuminating any visible clusters - if (numclusters) + // check if light is illuminating any visible leafs + if (numleafs) { - for (i = 0;i < numclusters;i++) - if (CHECKPVSBIT(r_pvsbits, clusterlist[i])) + for (i = 0;i < numleafs;i++) + if (r_worldleafvisible[leaflist[i]]) break; - if (i == numclusters) + if (i == numleafs) return; } // set up a scissor rectangle for this light if (R_Shadow_ScissorForBBox(cullmins, cullmaxs)) return; + c_rt_lights++; + shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows); usestencil = false; - if (shadow && (gl_stencil || visiblevolumes)) + if (shadow && ((gl_stencil && !visiblelighting) || visiblevolumes)) { - if (!visiblevolumes) + if (visiblevolumes) + { + qglDisable(GL_CULL_FACE); + GL_DepthTest(visiblevolumes < 2); + GL_Color(0.0, 0.0125, 0.1, 1); + } + else { R_Shadow_Stage_ShadowVolumes(); + GL_Clear(GL_STENCIL_BUFFER_BIT); + c_rt_clears++; usestencil = true; } - ent = &cl_entities[0].render; - if (r_shadow_staticworldlights.integer && rtlight->compiled) + 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); @@ -2744,14 +2833,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // 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(mesh->numverts, mesh->numtriangles, mesh->element3i); + 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(mesh->numverts, mesh->numtriangles, mesh->element3i); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; GL_LockArrays(0, 0); @@ -2760,7 +2849,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) else if (numsurfaces) { Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); - ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist); + ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs); } if (r_drawentities.integer) { @@ -2772,7 +2861,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs)) continue; - if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs)) + 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) @@ -2781,16 +2870,29 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // light emitting entities should not cast their own shadow if (VectorLength2(relativelightorigin) < 0.1) continue; - ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist); + 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); } } } - if (!visiblevolumes) + if (visiblelighting || !visiblevolumes) { - R_Shadow_Stage_Light(usestencil); + if (visiblelighting) + { + qglEnable(GL_CULL_FACE); + GL_DepthTest(visiblelighting < 2); + GL_Color(0.1, 0.0125, 0, 1); + } + else + R_Shadow_Stage_Light(usestencil); - ent = &cl_entities[0].render; + ent = r_refdef.worldentity; if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) { lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; @@ -2801,14 +2903,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) 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 (r_shadow_staticworldlights.integer && rtlight->compiled) + 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(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); + 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); + 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) { @@ -2827,14 +2929,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) 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); + 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); } } } } } -void R_ShadowVolumeLighting(int visiblevolumes) +void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes) { int lnum, flag; dlight_t *light; @@ -2843,16 +2945,14 @@ void R_ShadowVolumeLighting(int visiblevolumes) if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); - if (visiblevolumes) + if (visiblelighting || visiblevolumes) { memset(&m, 0, sizeof(m)); R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); - GL_DepthTest(r_shadow_visiblevolumes.integer < 2); - qglDisable(GL_CULL_FACE); - GL_Color(0.0, 0.0125, 0.1, 1); + qglCullFace(GL_FRONT); // this culls back } else R_Shadow_Stage_Begin(); @@ -2861,17 +2961,17 @@ void R_ShadowVolumeLighting(int visiblevolumes) { 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, visiblevolumes); + R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes); } else for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (light->flags & flag) - R_DrawRTLight(&light->rtlight, visiblevolumes); + R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes); if (r_rtdlight) for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - R_DrawRTLight(&light->rtlight, visiblevolumes); + R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes); - if (visiblevolumes) + if (visiblelighting || visiblevolumes) { qglEnable(GL_CULL_FACE); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); @@ -2934,7 +3034,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) for (i = 0;i < 6;i++) { // generate an image name based on the base and and suffix - snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); + dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) { @@ -3027,7 +3127,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve light->corona = corona; if (!cubemapname) cubemapname = ""; - strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname)); + strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname)); light->coronasizescale = coronasizescale; light->ambientscale = ambientscale; light->diffusescale = diffusescale; @@ -3094,7 +3194,7 @@ void R_Shadow_DrawLightSprites(void) for (i = 0;i < 5;i++) { lighttextures[i] = NULL; - if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)))) + if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true))) lighttextures[i] = pic->tex; } @@ -3116,7 +3216,7 @@ void R_Shadow_SelectLightInView(void) 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; @@ -3129,7 +3229,7 @@ void R_Shadow_SelectLightInView(void) void R_Shadow_LoadWorldLights(void) { int n, a, style, shadow, flags; - char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; + char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH]; float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale; if (r_refdef.worldmodel == NULL) { @@ -3162,11 +3262,11 @@ void R_Shadow_LoadWorldLights(void) } */ t = s; - while (*s && *s != '\n') + while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; - *s = 0; + tempchar = *s; shadow = true; // check for modifier flags if (*t == '!') @@ -3174,7 +3274,9 @@ void R_Shadow_LoadWorldLights(void) shadow = false; t++; } + *s = 0; a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); + *s = tempchar; if (a < 18) flags = LIGHTFLAG_REALTIMEMODE; if (a < 17) @@ -3197,7 +3299,6 @@ void R_Shadow_LoadWorldLights(void) cubemapname[strlen(cubemapname)-1] = 0; strcpy(cubemapname, cubemapname + 1); } - *s = '\n'; if (a < 8) { Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1); @@ -3206,7 +3307,10 @@ void R_Shadow_LoadWorldLights(void) VectorScale(color, r_editlights_rtlightscolorscale.value, color); radius *= r_editlights_rtlightssizescale.value; R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); - s++; + if (*s == '\r') + s++; + if (*s == '\n') + s++; n++; } if (*s) @@ -3245,7 +3349,7 @@ void R_Shadow_SaveWorldLights(void) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; - buf = Mem_Alloc(r_shadow_mempool, bufmaxchars); + buf = Mem_Alloc(tempmempool, bufmaxchars); if (oldbuf) { if (bufchars) @@ -3268,7 +3372,7 @@ void R_Shadow_SaveWorldLights(void) void R_Shadow_LoadLightsFile(void) { int n, a, style; - char name[MAX_QPATH], *lightsstring, *s, *t; + char tempchar, *lightsstring, *s, *t, name[MAX_QPATH]; float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; if (r_refdef.worldmodel == NULL) { @@ -3285,13 +3389,14 @@ void R_Shadow_LoadLightsFile(void) while (*s) { t = s; - while (*s && *s != '\n') + while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; + tempchar = *s; *s = 0; a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style); - *s = '\n'; + *s = tempchar; if (a < 14) { Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1); @@ -3301,7 +3406,10 @@ void R_Shadow_LoadLightsFile(void) radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); - s++; + if (*s == '\r') + s++; + if (*s == '\n') + s++; n++; } if (*s) @@ -3533,19 +3641,20 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) 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;