X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=1e3f3ec55a93b53d205c0abe43b922cf0272b2f0;hp=2036a8b5593556d1a7dbeb9e1241e504224dcb42;hb=ef35a088cb3ab1900acdbd5285465cd845368e79;hpb=224f9edae92441767654e2c10eb568bb91f86eb1 diff --git a/r_shadow.c b/r_shadow.c index 2036a8b5..1e3f3ec5 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1,4 +1,107 @@ +/* +Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows) +An extrusion of the lit faces, beginning at the original geometry and ending +further from the light source than the original geometry (presumably at least +as far as the light's radius, if the light has a radius at all), capped at +both front and back to avoid any problems (extrusion from dark faces also +works but has a different set of problems) + +This is rendered using Carmack's Reverse technique, in which backfaces behind +zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail) +decrement the stencil, the result is a stencil value of zero where shadows +did not intersect the visible geometry, suitable as a stencil mask for +rendering lighting everywhere but shadow. + +In our case we use a biased stencil clear of 128 to avoid requiring the +stencil wrap extension (but probably should support it). + + + +Terminology: Stencil Light Volume (sometimes called Light Volumes) +Similar to a Stencil Shadow Volume, but inverted; rather than containing the +areas in shadow it contanis the areas in light, this can only be built +quickly for certain limited cases (such as portal visibility from a point), +but is quite useful for some effects (sunlight coming from sky polygons is +one possible example, translucent occluders is another example). + + + +Terminology: Optimized Stencil Shadow Volume +A Stencil Shadow Volume that has been processed sufficiently to ensure it has +no duplicate coverage of areas (no need to shadow an area twice), often this +greatly improves performance but is an operation too costly to use on moving +lights (however completely optimal Stencil Light Volumes can be constructed +in some ideal cases). + + + +Terminology: Per Pixel Lighting (sometimes abbreviated PPL) +Per pixel evaluation of lighting equations, at a bare minimum this involves +DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence +vector and surface normal, using a texture of the surface bumps, called a +NormalMap) if supported by hardware; in our case there is support for cards +which are incapable of DOT3, the quality is quite poor however. Additionally +it is desirable to have specular evaluation per pixel, per vertex +normalization of specular halfangle vectors causes noticable distortion but +is unavoidable on hardware without GL_ARB_fragment_program. + + + +Terminology: Normalization CubeMap +A cubemap containing normalized dot3-encoded (vectors of length 1 or less +encoded as RGB colors) for any possible direction, this technique allows per +pixel calculation of incidence vector for per pixel lighting purposes, which +would not otherwise be possible per pixel without GL_ARB_fragment_program. + + + +Terminology: 2D Attenuation Texturing +A very crude approximation of light attenuation with distance which results +in cylindrical light shapes which fade vertically as a streak (some games +such as Doom3 allow this to be rotated to be less noticable in specific +cases), the technique is simply modulating lighting by two 2D textures (which +can be the same) on different axes of projection (XY and Z, typically), this +is the best technique available without 3D Attenuation Texturing or +GL_ARB_fragment_program technology. + + + +Terminology: 3D Attenuation Texturing +A slightly crude approximation of light attenuation with distance, its flaws +are limited radius and resolution (performance tradeoffs). + + + +Terminology: 3D Attenuation-Normalization Texturing +A 3D Attenuation Texture merged with a Normalization CubeMap, by making the +vectors shorter the lighting becomes darker, a very effective optimization of +diffuse lighting if 3D Attenuation Textures are already used. + + + +Terminology: Light Cubemap Filtering +A technique for modeling non-uniform light distribution according to +direction, for example projecting a stained glass window image onto a wall, +this is done by texturing the lighting with a cubemap. + + + +Terminology: Light Projection Filtering +A technique for modeling shadowing of light passing through translucent +surfaces, allowing stained glass windows and other effects to be done more +elegantly than possible with Light Cubemap Filtering by applying an occluder +texture to the lighting combined with a stencil light volume to limit the lit +area (this allows evaluating multiple translucent occluders in a scene). + + + +Terminology: Doom3 Lighting +A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization +CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by +the (currently upcoming) game Doom3. +*/ + #include "quakedef.h" #include "r_shadow.h" #include "cl_collision.h" @@ -14,8 +117,6 @@ extern void R_Shadow_EditLights_Init(void); int r_shadowstage = SHADOWSTAGE_NONE; int r_shadow_reloadlights = false; -int r_shadow_lightingmode = 0; - mempool_t *r_shadow_mempool; int maxshadowelements; @@ -24,8 +125,10 @@ int maxtrianglefacinglight; qbyte *trianglefacinglight; int *trianglefacinglightlist; -int maxshadowvertices; -float *shadowvertex3f; +int maxvertexupdate; +int *vertexupdate; +int *vertexremap; +int vertexupdatenum; rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_normalcubetexture; @@ -38,16 +141,21 @@ rtexture_t *r_shadow_blankwhitetexture; cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"}; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; -cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"}; +cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"}; +cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"}; +cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"}; +cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"}; +cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; -cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"}; +cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; +cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; int c_rt_lights, c_rt_clears, c_rt_scissored; int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris; @@ -65,8 +173,10 @@ void r_shadow_start(void) r_shadow_mempool = Mem_AllocPool("R_Shadow"); maxshadowelements = 0; shadowelements = NULL; - maxshadowvertices = 0; - shadowvertex3f = NULL; + maxvertexupdate = 0; + vertexupdate = NULL; + vertexremap = NULL; + vertexupdatenum = 0; maxtrianglefacinglight = 0; trianglefacinglight = NULL; trianglefacinglightlist = NULL; @@ -94,8 +204,10 @@ void r_shadow_shutdown(void) R_FreeTexturePool(&r_shadow_texturepool); maxshadowelements = 0; shadowelements = NULL; - maxshadowvertices = 0; - shadowvertex3f = NULL; + maxvertexupdate = 0; + vertexupdate = NULL; + vertexremap = NULL; + vertexupdatenum = 0; maxtrianglefacinglight = 0; trianglefacinglight = NULL; trianglefacinglightlist = NULL; @@ -113,127 +225,25 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_lightattenuationpower); Cvar_RegisterVariable(&r_shadow_lightattenuationscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); - Cvar_RegisterVariable(&r_shadow_realtime); + Cvar_RegisterVariable(&r_shadow_realtime_world); + Cvar_RegisterVariable(&r_shadow_realtime_dlight); + Cvar_RegisterVariable(&r_shadow_visiblevolumes); Cvar_RegisterVariable(&r_shadow_gloss); + Cvar_RegisterVariable(&r_shadow_glossintensity); + Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); - Cvar_RegisterVariable(&r_shadow_shadownudge); + Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); R_Shadow_EditLights_Init(); R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } -void R_Shadow_ProjectVertex3f(float *verts, int numverts, const float *relativelightorigin, float projectdistance) -{ - int i; - float *in, *out, diff[3]; - in = verts; - out = verts + numverts * 3; - for (i = 0;i < numverts;i++, in += 3, out += 3) - { - VectorSubtract(in, relativelightorigin, diff); - VectorNormalizeFast(diff); - VectorMA(in, projectdistance, diff, out); - VectorMA(in, r_shadow_shadownudge.value, diff, in); - } -} - -int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin) -{ - int i, tris = 0; - const float *v0, *v1, *v2; - for (i = 0;i < numtris;i++, elements += 3) - { - // calculate triangle facing flag - v0 = vertex + elements[0] * 3; - v1 = vertex + elements[1] * 3; - v2 = vertex + elements[2] * 3; - if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2)) - { - facing[i] = true; - list[tris++] = i; - } - else - facing[i] = false; - } - return tris; -} - -int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out) -{ - int i, tris; - const int *e, *n; - // check each frontface for bordering backfaces, - // and cast shadow polygons from those edges, - // also create front and back caps for shadow volume - tris = numfacing * 2; - // output front caps - for (i = 0;i < numfacing;i++) - { - e = elements + facinglist[i] * 3; - out[0] = e[0]; - out[1] = e[1]; - out[2] = e[2]; - out += 3; - } - // output back caps - for (i = 0;i < numfacing;i++) - { - e = elements + facinglist[i] * 3; - out[0] = e[2] + numverts; - out[1] = e[1] + numverts; - out[2] = e[0] + numverts; - out += 3; - } - // output sides around frontfaces - for (i = 0;i < numfacing;i++) - { - n = neighbors + facinglist[i] * 3; - // check the edges - if (n[0] < 0 || !facing[n[0]]) - { - e = elements + facinglist[i] * 3; - out[0] = e[1]; - out[1] = e[0]; - out[2] = e[0] + numverts; - out[3] = e[1]; - out[4] = e[0] + numverts; - out[5] = e[1] + numverts; - out += 6; - tris += 2; - } - if (n[1] < 0 || !facing[n[1]]) - { - e = elements + facinglist[i] * 3; - out[0] = e[2]; - out[1] = e[1]; - out[2] = e[1] + numverts; - out[3] = e[2]; - out[4] = e[1] + numverts; - out[5] = e[2] + numverts; - out += 6; - tris += 2; - } - if (n[2] < 0 || !facing[n[2]]) - { - e = elements + facinglist[i] * 3; - out[0] = e[0]; - out[1] = e[2]; - out[2] = e[2] + numverts; - out[3] = e[0]; - out[4] = e[2] + numverts; - out[5] = e[0] + numverts; - out += 6; - tris += 2; - } - } - return tris; -} - void R_Shadow_ResizeTriangleFacingLight(int numtris) { // make sure trianglefacinglight is big enough for this volume @@ -264,21 +274,303 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -float *R_Shadow_VertexBuffer(int numvertices) +/* +// readable version of some code found below +//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) +int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c) { - if (maxshadowvertices < numvertices) + float dir0[3], dir1[3], normal[3]; + + // calculate two mostly perpendicular edge directions + VectorSubtract(a, b, dir0); + VectorSubtract(c, b, dir1); + + // we have two edge directions, we can calculate a third vector from + // them, which is the direction of the surface normal (it's magnitude + // is not 1 however) + CrossProduct(dir0, dir1, normal); + + // compare distance of light along normal, with distance of any point + // of the triangle along the same normal (the triangle is planar, + // I.E. flat, so all points give the same answer) + return DotProduct(p, normal) > DotProduct(a, normal); +} +int checkcastshadowfromedge(int t, int i) +{ + int *te; + float *v[3]; + if (t >= trianglerange_start && t < trianglerange_end) { - maxshadowvertices = numvertices; - if (shadowvertex3f) - Mem_Free(shadowvertex3f); - shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3])); + if (t < i && !trianglefacinglight[t]) + return true; + else + return false; + } + else + { + if (t < 0) + return true; + else + { + te = inelement3i + t * 3; + v[0] = invertex3f + te[0] * 3; + v[1] = invertex3f + te[1] * 3; + v[2] = invertex3f + te[2] * 3; + if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + return true; + else + return false; + } } - return shadowvertex3f; } +*/ -void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance) +int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance) { - int tris; + int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0; + const float *v[3]; + const int *e, *n, *te; + float f, temp[3]; + + // make sure trianglefacinglight is big enough for this volume + if (maxtrianglefacinglight < trianglerange_end) + R_Shadow_ResizeTriangleFacingLight(trianglerange_end); + + if (maxvertexupdate < innumvertices) + { + maxvertexupdate = innumvertices; + if (vertexupdate) + Mem_Free(vertexupdate); + if (vertexremap) + Mem_Free(vertexremap); + vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + } + vertexupdatenum++; + + if (r_shadow_singlepassvolumegeneration.integer) + { + // one pass approach (identify lit/dark faces and generate sides while doing so) + for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3) + { + // calculate triangle facing flag + v[0] = invertex3f + e[0] * 3; + v[1] = invertex3f + e[1] * 3; + v[2] = invertex3f + e[2] * 3; + if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))) + { + // make sure the vertices are created + for (j = 0;j < 3;j++) + { + if (vertexupdate[e[j]] != vertexupdatenum) + { + vertexupdate[e[j]] = vertexupdatenum; + vertexremap[e[j]] = outvertices; + VectorCopy(v[j], outvertex3f); + VectorSubtract(v[j], relativelightorigin, temp); + f = projectdistance / VectorLength(temp); + VectorMA(relativelightorigin, f, temp, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; + } + } + // output the front and back triangles + vr[0] = vertexremap[e[0]]; + vr[1] = vertexremap[e[1]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[0]; + outelement3i[1] = vr[1]; + outelement3i[2] = vr[2]; + outelement3i[3] = vr[2] + 1; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; + // output the sides (facing outward from this triangle) + t = n[0]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + outelement3i[0] = vr[1]; + outelement3i[1] = vr[0]; + outelement3i[2] = vr[0] + 1; + outelement3i[3] = vr[1]; + outelement3i[4] = vr[0] + 1; + outelement3i[5] = vr[1] + 1; + outelement3i += 6; + tris += 2; + } + t = n[1]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + outelement3i[0] = vr[2]; + outelement3i[1] = vr[1]; + outelement3i[2] = vr[1] + 1; + outelement3i[3] = vr[2]; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[2] + 1; + outelement3i += 6; + tris += 2; + } + t = n[2]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + outelement3i[0] = vr[0]; + outelement3i[1] = vr[2]; + outelement3i[2] = vr[2] + 1; + outelement3i[3] = vr[0]; + outelement3i[4] = vr[2] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; + } + } + else + { + // this triangle is not facing the light + // output the sides (facing inward to this triangle) + t = n[0]; + if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) + { + vr[0] = vertexremap[e[0]]; + vr[1] = vertexremap[e[1]]; + outelement3i[0] = vr[1]; + outelement3i[1] = vr[0] + 1; + outelement3i[2] = vr[0]; + outelement3i[3] = vr[1]; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; + } + t = n[1]; + if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) + { + vr[1] = vertexremap[e[1]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[2]; + outelement3i[1] = vr[1] + 1; + outelement3i[2] = vr[1]; + outelement3i[3] = vr[2]; + outelement3i[4] = vr[2] + 1; + outelement3i[5] = vr[1] + 1; + outelement3i += 6; + tris += 2; + } + t = n[2]; + if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) + { + vr[0] = vertexremap[e[0]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[0]; + outelement3i[1] = vr[2] + 1; + outelement3i[2] = vr[2]; + outelement3i[3] = vr[0]; + outelement3i[4] = vr[0] + 1; + outelement3i[5] = vr[2] + 1; + outelement3i += 6; + tris += 2; + } + } + } + } + else + { + // two pass approach (identify lit/dark faces and then generate sides) + for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3) + { + // calculate triangle facing flag + v[0] = invertex3f + e[0] * 3; + v[1] = invertex3f + e[1] * 3; + v[2] = invertex3f + e[2] * 3; + if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))) + { + trianglefacinglightlist[numfacing++] = i; + // make sure the vertices are created + for (j = 0;j < 3;j++) + { + if (vertexupdate[e[j]] != vertexupdatenum) + { + vertexupdate[e[j]] = vertexupdatenum; + vertexremap[e[j]] = outvertices; + VectorSubtract(v[j], relativelightorigin, temp); + f = projectdistance / VectorLength(temp); + VectorCopy(v[j], outvertex3f); + VectorMA(relativelightorigin, f, temp, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; + } + } + // output the front and back triangles + outelement3i[0] = vertexremap[e[0]]; + outelement3i[1] = vertexremap[e[1]]; + outelement3i[2] = vertexremap[e[2]]; + outelement3i[3] = vertexremap[e[2]] + 1; + outelement3i[4] = vertexremap[e[1]] + 1; + outelement3i[5] = vertexremap[e[0]] + 1; + outelement3i += 6; + tris += 2; + } + } + for (i = 0;i < numfacing;i++) + { + t = trianglefacinglightlist[i]; + e = inelement3i + t * 3; + n = inneighbor3i + t * 3; + // output the sides (facing outward from this triangle) + t = n[0]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + vr[0] = vertexremap[e[0]]; + vr[1] = vertexremap[e[1]]; + outelement3i[0] = vr[1]; + outelement3i[1] = vr[0]; + outelement3i[2] = vr[0] + 1; + outelement3i[3] = vr[1]; + outelement3i[4] = vr[0] + 1; + outelement3i[5] = vr[1] + 1; + outelement3i += 6; + tris += 2; + } + t = n[1]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + vr[1] = vertexremap[e[1]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[2]; + outelement3i[1] = vr[1]; + outelement3i[2] = vr[1] + 1; + outelement3i[3] = vr[2]; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[2] + 1; + outelement3i += 6; + tris += 2; + } + t = n[2]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + vr[0] = vertexremap[e[0]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[0]; + outelement3i[1] = vr[2]; + outelement3i[2] = vr[2] + 1; + outelement3i[3] = vr[0]; + outelement3i[4] = vr[2] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; + } + } + } + if (outnumvertices) + *outnumvertices = outvertices; + return tris; +} + +float varray_vertex3f2[65536*3]; + +void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance) +{ + int tris, outverts; if (projectdistance < 0.1) { Con_Printf("R_Shadow_Volume: projectdistance %f\n"); @@ -286,63 +578,34 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v } if (!numverts) return; -// terminology: -// -// frontface: -// a triangle facing the light source -// -// backface: -// a triangle not facing the light source -// -// shadow volume: -// an extrusion of the frontfaces, beginning at the original geometry and -// ending further from the light source than the original geometry -// (presumably at least as far as the light's radius, if the light has a -// radius at all), capped at both front and back to avoid any problems -// -// description: -// draws the shadow volumes of the model. -// requirements: -// vertex locations must already be in varray_vertex3f before use. -// varray_vertex3f must have capacity for numverts * 2. - - // make sure trianglefacinglight is big enough for this volume - if (maxtrianglefacinglight < numtris) - R_Shadow_ResizeTriangleFacingLight(numtris); // make sure shadowelements is big enough for this volume if (maxshadowelements < numtris * 24) R_Shadow_ResizeShadowElements(numtris); - // check which triangles are facing the light - tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin); - if (!tris) - return; - - // output triangle elements - tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements); - if (!tris) - return; - - // by clever use of elements we can construct the whole shadow from - // the unprojected vertices and the projected vertices - R_Shadow_ProjectVertex3f(varray_vertex3f, numverts, relativelightorigin, projectdistance); - - if (r_shadowstage == SHADOWSTAGE_STENCIL) + // check which triangles are facing the light, and then output + // triangle elements and vertices... by clever use of elements we + // can construct the whole shadow from the unprojected vertices and + // the projected vertices + if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/))) { - // 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(numverts * 2, tris, shadowelements); + GL_VertexPointer(varray_vertex3f2); + if (r_shadowstage == SHADOWSTAGE_STENCIL) + { + // increment stencil if backface is behind depthbuffer + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + R_Mesh_Draw(outverts, tris, shadowelements); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtris; + // decrement stencil if frontface is behind depthbuffer + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + } + R_Mesh_Draw(outverts, tris, shadowelements); c_rt_shadowmeshes++; c_rt_shadowtris += numtris; - // 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(numverts * 2, tris, shadowelements); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtris; } void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) @@ -355,8 +618,7 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); for (mesh = firstmesh;mesh;mesh = mesh->next) { - R_Mesh_GetSpace(mesh->numverts); - R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + GL_VertexPointer(mesh->vertex3f); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; @@ -367,8 +629,7 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) } for (mesh = firstmesh;mesh;mesh = mesh->next) { - R_Mesh_GetSpace(mesh->numverts); - R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + GL_VertexPointer(mesh->vertex3f); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; @@ -511,12 +772,29 @@ void R_Shadow_Stage_Begin(void) if (r_shadow_texture3d.integer && !gl_texture3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); - //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1); + //cl.worldmodel->brushq1.numlights = min(cl.worldmodel->brushq1.numlights, 1); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) || r_shadow_lightattenuationpower.value != r_shadow_attenpower || r_shadow_lightattenuationscale.value != r_shadow_attenscale) R_Shadow_MakeTextures(); + + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_State_Texture(&m); + GL_Color(0, 0, 0, 1); + qglDisable(GL_SCISSOR_TEST); + r_shadowstage = SHADOWSTAGE_NONE; + + c_rt_lights = c_rt_clears = c_rt_scissored = 0; + c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0; + c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0; +} + +void R_Shadow_LoadWorldLightsIfNeeded(void) +{ if (r_shadow_reloadlights && cl.worldmodel) { R_Shadow_ClearWorldLights(); @@ -529,34 +807,29 @@ void R_Shadow_Stage_Begin(void) R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } } - - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - R_Mesh_State(&m); - GL_Color(0, 0, 0, 1); - r_shadowstage = SHADOWSTAGE_NONE; - - c_rt_lights = c_rt_clears = c_rt_scissored = 0; - c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0; - c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0; } void R_Shadow_Stage_ShadowVolumes(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_TextureState(&m); + R_Mesh_State_Texture(&m); GL_Color(1, 1, 1, 1); qglColorMask(0, 0, 0, 0); - qglDisable(GL_BLEND); - qglDepthMask(0); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(false); + GL_DepthTest(true); + if (r_shadow_polygonoffset.value != 0) + { + qglPolygonOffset(1.0f, r_shadow_polygonoffset.value); + qglEnable(GL_POLYGON_OFFSET_FILL); + } + else + qglDisable(GL_POLYGON_OFFSET_FILL); qglDepthFunc(GL_LESS); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); - qglEnable(GL_CULL_FACE); - qglEnable(GL_DEPTH_TEST); r_shadowstage = SHADOWSTAGE_STENCIL; qglClear(GL_STENCIL_BUFFER_BIT); c_rt_clears++; @@ -573,20 +846,17 @@ void R_Shadow_Stage_LightWithoutShadows(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_TextureState(&m); - qglActiveTexture(GL_TEXTURE0_ARB); - - qglEnable(GL_BLEND); - qglBlendFunc(GL_ONE, GL_ONE); + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); - qglDepthMask(0); qglDepthFunc(GL_EQUAL); qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_EQUAL, 128, 0xFF); - qglEnable(GL_CULL_FACE); - qglEnable(GL_DEPTH_TEST); r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -595,22 +865,19 @@ void R_Shadow_Stage_LightWithShadows(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_TextureState(&m); - qglActiveTexture(GL_TEXTURE0_ARB); - - qglEnable(GL_BLEND); - qglBlendFunc(GL_ONE, GL_ONE); + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); - qglDepthMask(0); qglDepthFunc(GL_EQUAL); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) qglStencilFunc(GL_EQUAL, 128, 0xFF); - qglEnable(GL_CULL_FACE); - qglEnable(GL_DEPTH_TEST); r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -618,11 +885,12 @@ void R_Shadow_Stage_LightWithShadows(void) void R_Shadow_Stage_End(void) { rmeshstate_t m; - // attempt to restore state to what Mesh_State thinks it is - qglDisable(GL_BLEND); - qglBlendFunc(GL_ONE, GL_ZERO); - qglDepthMask(1); - // now restore the rest of the state to normal + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); qglDisable(GL_SCISSOR_TEST); @@ -630,16 +898,6 @@ void R_Shadow_Stage_End(void) qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); - qglEnable(GL_CULL_FACE); - qglEnable(GL_DEPTH_TEST); - // force mesh state to reset by using various combinations of features - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - R_Mesh_State(&m); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - R_Mesh_State(&m); r_shadowstage = SHADOWSTAGE_NONE; } @@ -793,7 +1051,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) if (!r_shadow_scissor.integer) return false; // if view is inside the box, just say yes it's visible - if (BoxesOverlap(r_origin, r_origin, mins, maxs)) + // LordHavoc: for some odd reason scissor seems broken without stencil + // (?!? seems like a driver bug) so abort if gl_stencil is false + if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs)) { qglDisable(GL_SCISSOR_TEST); return false; @@ -815,8 +1075,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) if (DotProduct(vpn, v2) <= f) { // entirely behind nearclip plane - qglDisable(GL_SCISSOR_TEST); - return false; + return true; } if (DotProduct(vpn, v) >= f) { @@ -955,19 +1214,28 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius) +void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; - float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3]; + float dist, dot, intensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - VectorSubtract(vertex3f, relativelightorigin, v); - if ((dot = DotProduct(normal3f, v)) > 0 && (dist = DotProduct(v, v)) < radius2) + Matrix4x4_Transform(m, vertex3f, v); + if ((dist = DotProduct(v, v)) < 1) { - dist = sqrt(dist); - intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; + Matrix4x4_Transform3x3(m, normal3f, n); + if ((dot = DotProduct(n, v)) > 0) + { + dist = sqrt(dist); + intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n)); + VectorScale(lightcolor, intensity, color4f); + color4f[3] = 1; + } + else + { + VectorClear(color4f); + color4f[3] = 1; + } } else { @@ -977,18 +1245,27 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n } } -void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir) +void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; - float dist, dot, intensity, iradius = 1.0f / lightradius, v[3]; + float dist, dot, intensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - VectorSubtract(vertex3f, relativelightorigin, v); - if ((dot = DotProduct(normal3f, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius) + Matrix4x4_Transform(m, vertex3f, v); + if ((dist = fabs(v[2])) < 1) { - intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v)); - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; + Matrix4x4_Transform3x3(m, normal3f, n); + if ((dot = DotProduct(n, v)) > 0) + { + intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n)); + VectorScale(lightcolor, intensity, color4f); + color4f[3] = 1; + } + else + { + VectorClear(color4f); + color4f[3] = 1; + } } else { @@ -1062,11 +1339,12 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element int renders; float color[3], color2[3]; rmeshstate_t m; - memset(&m, 0, sizeof(m)); + GL_VertexPointer(vertex3f); if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { if (!bumptexture) bumptexture = r_shadow_blankbumptexture; + GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness during combine // mult is how many times the final pass of the lighting will be // performed to get more brightness than otherwise possible @@ -1074,35 +1352,34 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { // 3/2 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + m.pointer_texcoord[2] = varray_texcoord3f[2]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.tex[1] = 0; m.texcubemap[1] = R_GetTexture(lightcubemap); - m.tex3d[2] = 0; - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - qglEnable(GL_BLEND); - + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1110,11 +1387,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1123,42 +1395,41 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) { // 1/2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = varray_texcoord3f[0]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); - m.tex3d[0] = 0; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); - qglBlendFunc(GL_DST_ALPHA, GL_ZERO); - qglEnable(GL_BLEND); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1166,11 +1437,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1179,32 +1445,30 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) { // 2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); - GL_Color(1,1,1,1); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.texcubemap[1] = 0; - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - qglEnable(GL_BLEND); - + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1212,10 +1476,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1224,19 +1484,20 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element else if (r_textureunits.integer >= 4) { // 4/2 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + m.pointer_texcoord[2] = varray_texcoord2f[2]; + m.pointer_texcoord[3] = varray_texcoord2f[3]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); @@ -1244,17 +1505,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - m.tex[2] = 0; - m.tex[3] = 0; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - qglEnable(GL_BLEND); - + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1262,11 +1522,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1275,44 +1530,44 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element else { // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); - m.tex[1] = 0; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); - qglBlendFunc(GL_DST_ALPHA, GL_ZERO); - qglEnable(GL_BLEND); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1320,11 +1575,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1333,65 +1583,34 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element } else { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + GL_ColorPointer(varray_color4f); + VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; if (r_textureunits.integer >= 2) { // voodoo2 -#if 1 - m.tex[0] = R_GetTexture(basetexture); - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - R_Mesh_TextureState(&m); - qglBlendFunc(GL_SRC_ALPHA, GL_ONE); - qglEnable(GL_BLEND); -#else - m.tex[0] = R_GetTexture(basetexture); m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - R_Mesh_State(&m); -#endif - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_UseColorArray(); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color2, relativelightorigin, lightradius, matrix_modeltofilter->m[2]); - R_Mesh_Draw(numverts, numtriangles, elements); - } + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); } - else + R_Mesh_State_Texture(&m); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { - // voodoo1 -#if 1 - m.tex[0] = R_GetTexture(basetexture); - R_Mesh_TextureState(&m); - qglBlendFunc(GL_SRC_ALPHA, GL_ONE); - qglEnable(GL_BLEND); -#else - m.tex[0] = R_GetTexture(basetexture); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - R_Mesh_State(&m); -#endif - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_UseColorArray(); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color); - R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius); - R_Mesh_Draw(numverts, numtriangles, elements); - } + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + if (r_textureunits.integer >= 2) + R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter); + else + R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter); + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; } } } @@ -1399,84 +1618,81 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element void R_Shadow_SpecularLighting(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, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) { int renders; - float color[3], color2[3]; + float color[3], color2[3], colorscale; rmeshstate_t m; if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil) return; - memset(&m, 0, sizeof(m)); - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; if (!glosstexture) glosstexture = r_shadow_blankglosstexture; if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)) { + colorscale = r_colorscale * r_shadow_glossintensity.value; + if (!bumptexture) + bumptexture = r_shadow_blankbumptexture; + if (glosstexture == r_shadow_blankglosstexture) + colorscale *= r_shadow_gloss2intensity.value; + GL_VertexPointer(vertex3f); + GL_Color(1,1,1,1); if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { - // 2/0/0/0/1/2 3D combine blendsquare path + // 2/0/0/1/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - m.tex[0] = 0; - m.texcubemap[1] = 0; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); // square alpha in framebuffer a few times to make it shiny - qglBlendFunc(GL_ZERO, GL_DST_ALPHA); - qglEnable(GL_BLEND); + 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 - // 0.25 * 0.25 = 0.0625 - // 0.0625 * 0.0625 = 0.00390625 - for (renders = 0;renders < 3;renders++) - { - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); - } - c_rt_lightmeshes += 3; - c_rt_lighttris += numtriangles * 3; + // 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); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - R_Mesh_TextureState(&m); - qglBlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); + m.pointer_texcoord[0] = varray_texcoord3f[0]; + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - m.tex3d[0] = 0; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1484,63 +1700,53 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { - // 2/0/0/0/2 3D combine blendsquare path + // 2/0/0/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - m.tex[0] = 0; - m.texcubemap[1] = 0; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); // square alpha in framebuffer a few times to make it shiny - qglBlendFunc(GL_ZERO, GL_DST_ALPHA); - qglEnable(GL_BLEND); + 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 - // 0.25 * 0.25 = 0.0625 - // 0.0625 * 0.0625 = 0.00390625 - for (renders = 0;renders < 3;renders++) - { - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); - } - c_rt_lightmeshes += 3; - c_rt_lighttris += numtriangles * 3; + // 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); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1548,72 +1754,67 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen } else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { - // 2/0/0/0/2/2 2D combine blendsquare path + // 2/0/0/2/2 2D combine blendsquare path + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - m.tex[0] = 0; - m.texcubemap[1] = 0; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); // square alpha in framebuffer a few times to make it shiny - qglBlendFunc(GL_ZERO, GL_DST_ALPHA); - qglEnable(GL_BLEND); + 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 - // 0.25 * 0.25 = 0.0625 - // 0.0625 * 0.0625 = 0.00390625 - for (renders = 0;renders < 3;renders++) - { - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); - } - c_rt_lightmeshes += 3; - c_rt_lighttris += numtriangles * 3; + // 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); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - R_Mesh_TextureState(&m); - qglBlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); + m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1688,22 +1889,22 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style if (cl.worldmodel) { castshadowcount++; - i = Mod_PointContents(e->origin, cl.worldmodel); + i = CL_PointContents(e->origin); if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY) { qbyte *byteleafpvs; qbyte *bytesurfacepvs; - byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1); - bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces); + byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs + 1); + bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces); Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin)); - for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) + for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs)) leaf->worldnodeframe = castshadowcount; - for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++) + for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++) if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs)) surf->castshadow = castshadowcount; @@ -1712,16 +1913,16 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style } else { - leaf = Mod_PointInLeaf(origin, cl.worldmodel); - pvs = Mod_LeafPVS(leaf, cl.worldmodel); - for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) + leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, origin); + pvs = cl.worldmodel->brushq1.LeafPVS(cl.worldmodel, leaf); + for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) { if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs)) { leaf->worldnodeframe = castshadowcount; for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++) { - surf = cl.worldmodel->surfaces + *mark; + surf = cl.worldmodel->brushq1.surfaces + *mark; if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs)) surf->castshadow = castshadowcount; } @@ -1730,11 +1931,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style } e->numleafs = 0; - for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) + for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) if (leaf->worldnodeframe == castshadowcount) e->numleafs++; e->numsurfaces = 0; - for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++) + for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) if (surf->castshadow == castshadowcount) e->numsurfaces++; @@ -1743,11 +1944,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style if (e->numsurfaces) e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *)); e->numleafs = 0; - for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) + for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) if (leaf->worldnodeframe == castshadowcount) e->leafs[e->numleafs++] = leaf; e->numsurfaces = 0; - for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++) + for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) if (surf->castshadow == castshadowcount) e->surfaces[e->numsurfaces++] = surf; @@ -1790,13 +1991,12 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style for (j = 0;j < e->numsurfaces;j++) if (e->surfaces[j]->castshadow == castshadowcount) for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i); + Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i); castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh); // cast shadow volume from castmesh for (mesh = castmesh;mesh;mesh = mesh->next) { - R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles); R_Shadow_ResizeShadowElements(castmesh->numtriangles); if (maxverts < castmesh->numverts * 2) @@ -1809,13 +2009,10 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style if (vertex3f == NULL && maxverts > 0) vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3])); - // now that we have the buffers big enough, construct shadow volume mesh - memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3])); - R_Shadow_ProjectVertex3f(vertex3f, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius); - tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin); - tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements); - // add the constructed shadow volume mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements); + // now that we have the buffers big enough, construct and add + // the shadow volume mesh + if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value))) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, vertex3f, tris, shadowelements); } if (vertex3f) Mem_Free(vertex3f); @@ -1865,35 +2062,12 @@ void R_Shadow_SelectLight(worldlight_t *light) r_shadow_selectedlight->selected = true; } - -void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca) -{ - rmeshstate_t m; - float diff[3]; - - if (fogenabled) - { - VectorSubtract(origin, r_origin, diff); - ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); - } - - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = texnum; - R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); - - GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); - R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale); -} +rtexture_t *lighttextures[5]; void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) { - cachepic_t *pic; - pic = Draw_CachePic("gfx/crosshair1.tga"); - if (pic) - R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5); + float scale = r_editlights_cursorgrid.value * 0.5f; + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); } void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) @@ -1904,29 +2078,26 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) intensity = 0.5; if (light->selected) intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); - if (light->shadowvolume) - R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5); - else - R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5); + if (!light->shadowvolume) + intensity *= 0.5f; + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void) { - int i, texnums[5]; + int i; cachepic_t *pic; worldlight_t *light; for (i = 0;i < 5;i++) { - pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)); - if (pic) - texnums[i] = R_GetTexture(pic->tex); - else - texnums[i] = 0; + lighttextures[i] = NULL; + if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)))) + lighttextures[i] = pic->tex; } for (light = r_shadow_worldlightchain;light;light = light->next) - R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]); + R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5); R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0); } @@ -1963,9 +2134,9 @@ void R_Shadow_LoadWorldLights(void) Con_Printf("No map loaded.\n"); return; } - COM_StripExtension(cl.worldmodel->name, name); + FS_StripExtension(cl.worldmodel->name, name); strcat(name, ".rtlights"); - lightsstring = COM_LoadFile(name, false); + lightsstring = FS_LoadFile(name, false); if (lightsstring) { s = lightsstring; @@ -2020,14 +2191,14 @@ void R_Shadow_SaveWorldLights(void) Con_Printf("No map loaded.\n"); return; } - COM_StripExtension(cl.worldmodel->name, name); + FS_StripExtension(cl.worldmodel->name, name); strcat(name, ".rtlights"); bufchars = bufmaxchars = 0; buf = NULL; for (light = r_shadow_worldlightchain;light;light = light->next) { sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : ""); - if (bufchars + strlen(line) > bufmaxchars) + if (bufchars + (int) strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; @@ -2046,7 +2217,7 @@ void R_Shadow_SaveWorldLights(void) } } if (bufchars) - COM_WriteFile(name, buf, bufchars); + FS_WriteFile(name, buf, bufchars); if (buf) Mem_Free(buf); } @@ -2061,9 +2232,9 @@ void R_Shadow_LoadLightsFile(void) Con_Printf("No map loaded.\n"); return; } - COM_StripExtension(cl.worldmodel->name, name); + FS_StripExtension(cl.worldmodel->name, name); strcat(name, ".lights"); - lightsstring = COM_LoadFile(name, false); + lightsstring = FS_LoadFile(name, false); if (lightsstring) { s = lightsstring; @@ -2108,10 +2279,10 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) Con_Printf("No map loaded.\n"); return; } - data = cl.worldmodel->entities; + data = cl.worldmodel->brush.entities; if (!data) return; - for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++) + for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++) { light = 0; origin[0] = origin[1] = origin[2] = 0; @@ -2123,7 +2294,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) islight = false; while (1) { - if (!COM_ParseToken(&data)) + if (!COM_ParseToken(&data, false)) break; // error if (com_token[0] == '}') break; // end of entity @@ -2133,7 +2304,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) strcpy(key, com_token); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseToken(&data)) + if (!COM_ParseToken(&data, false)) break; // error strcpy(value, com_token); @@ -2254,18 +2425,6 @@ void R_Shadow_SetCursorLocationForView(void) r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; } -void R_Shadow_UpdateLightingMode(void) -{ - r_shadow_lightingmode = 0; - if (r_shadow_realtime.integer) - { - if (r_shadow_worldlightchain) - r_shadow_lightingmode = 2; - else - r_shadow_lightingmode = 1; - } -} - void R_Shadow_UpdateWorldLightSelection(void) { R_Shadow_SetCursorLocationForView();