X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=7674fb506bc666bcd498218f258168e7db593741;hp=4413c062fef52ed3ac04e2f7907143dbd2686886;hb=78b6fb46fb00b5c74f08337becebc27e4e8688b8;hpb=fae52291efa344ad98f83a13308ffa5dd583a11e diff --git a/r_shadow.c b/r_shadow.c index 4413c062..7674fb50 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -154,7 +154,9 @@ typedef enum r_shadow_rendermode_e R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL, R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE, R_SHADOW_RENDERMODE_LIGHT_VERTEX, - R_SHADOW_RENDERMODE_LIGHT_DOT3, + R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN, + R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN, + R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN, R_SHADOW_RENDERMODE_LIGHT_GLSL, R_SHADOW_RENDERMODE_VISIBLEVOLUMES, R_SHADOW_RENDERMODE_VISIBLELIGHTING, @@ -260,7 +262,6 @@ rtexturepool_t *r_shadow_filters_texturepool; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; -cvar_t r_shadow_dot3 = {CVAR_SAVE, "r_shadow_dot3", "0", "enables use of (slow) per pixel lighting on GL1.3 hardware"}; cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; @@ -305,7 +306,7 @@ cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmappin cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"}; cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; -cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"}; +cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"}; cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"}; @@ -365,11 +366,10 @@ skinframe_t *r_editlights_sprnoshadowlight; skinframe_t *r_editlights_sprcubemaplight; skinframe_t *r_editlights_sprcubemapnoshadowlight; skinframe_t *r_editlights_sprselection; -extern cvar_t gl_max_size; void R_Shadow_SetShadowMode(void) { - r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4); + r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4); r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0; r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer; r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer; @@ -380,61 +380,70 @@ void R_Shadow_SetShadowMode(void) r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; - if(r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) + switch(vid.renderpath) { - if(r_shadow_shadowmapfilterquality < 0) + case RENDERPATH_GL20: + if(r_shadow_shadowmapping.integer && vid.support.ext_framebuffer_object) { - if(strstr(gl_vendor, "NVIDIA")) + if(r_shadow_shadowmapfilterquality < 0) { - r_shadow_shadowmapsampler = gl_support_arb_shadow; - r_shadow_shadowmappcf = 1; + if(strstr(gl_vendor, "NVIDIA")) + { + r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmappcf = 1; + } + else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + r_shadow_shadowmappcf = 1; + else if(strstr(gl_vendor, "ATI")) + r_shadow_shadowmappcf = 1; + else + r_shadow_shadowmapsampler = vid.support.arb_shadow; } - else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) - r_shadow_shadowmappcf = 1; - else if(strstr(gl_vendor, "ATI")) - r_shadow_shadowmappcf = 1; else - r_shadow_shadowmapsampler = gl_support_arb_shadow; - } - else - { - switch (r_shadow_shadowmapfilterquality) { + switch (r_shadow_shadowmapfilterquality) + { + case 1: + r_shadow_shadowmapsampler = vid.support.arb_shadow; + break; + case 2: + r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmappcf = 1; + break; + case 3: + r_shadow_shadowmappcf = 1; + break; + case 4: + r_shadow_shadowmappcf = 2; + break; + } + } + switch (r_shadow_shadowmaptexturetype) + { + case 0: + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; + break; case 1: - r_shadow_shadowmapsampler = gl_support_arb_shadow; + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE; break; case 2: - r_shadow_shadowmapsampler = gl_support_arb_shadow; - r_shadow_shadowmappcf = 1; - break; - case 3: - r_shadow_shadowmappcf = 1; + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE; break; - case 4: - r_shadow_shadowmappcf = 2; + default: + if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler) + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; + else if(vid.support.arb_texture_rectangle) + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE; + else + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; } } - switch (r_shadow_shadowmaptexturetype) - { - case 0: - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; - break; - case 1: - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE; - break; - case 2: - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE; - break; - default: - if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler) - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; - else if(gl_texturerectangle) - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE; - else - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; - break; - } + break; + case RENDERPATH_GL13: + break; + case RENDERPATH_GL11: + break; } } @@ -444,20 +453,22 @@ void R_Shadow_FreeShadowMaps(void) R_Shadow_SetShadowMode(); + if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader) + return; + + CHECKGLERROR + if (r_shadow_fborectangle) - qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle); + qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR r_shadow_fborectangle = 0; - CHECKGLERROR if (r_shadow_fbo2d) - qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d); + qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR r_shadow_fbo2d = 0; - CHECKGLERROR for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++) if (r_shadow_fbocubeside[i]) - qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]); + qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside)); - CHECKGLERROR if (r_shadow_shadowmaprectangletexture) R_FreeTexture(r_shadow_shadowmaprectangletexture); @@ -628,46 +639,10 @@ void r_shadow_newmap(void) R_Shadow_EditLights_Reload_f(); } -void R_Shadow_Help_f(void) -{ - Con_Printf( -"Documentation on r_shadow system:\n" -"Settings:\n" -"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n" -"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n" -"r_shadow_debuglight : render only this light number (-1 = all)\n" -"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" -"r_shadow_gloss2intensity : brightness of forced gloss\n" -"r_shadow_glossintensity : brightness of textured gloss\n" -"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n" -"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n" -"r_shadow_lightintensityscale : scale rendering brightness of all lights\n" -"r_shadow_lightradiusscale : scale rendering radius of all lights\n" -"r_shadow_portallight : use portal visibility for static light precomputation\n" -"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_world : use high quality world lighting mode\n" -"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" -"r_shadow_realtime_world_shadows : cast shadows from world lights\n" -"r_shadow_realtime_world_compile : compile surface/visibility information\n" -"r_shadow_realtime_world_compileshadow : compile shadow geometry\n" -"r_shadow_scissor : use scissor optimization\n" -"r_shadow_polygonfactor : nudge shadow volumes closer/further\n" -"r_shadow_polygonoffset : nudge shadow volumes closer/further\n" -"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" -"r_showlighting : useful for performance testing; bright = slow!\n" -"r_showshadowvolumes : useful for performance testing; bright = slow!\n" -"Commands:\n" -"r_shadow_help : this help\n" - ); -} - void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); - Cvar_RegisterVariable(&r_shadow_dot3); Cvar_RegisterVariable(&r_shadow_usenormalmap); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_gloss); @@ -725,7 +700,6 @@ void R_Shadow_Init(void) Cvar_SetValue("r_shadow_gloss", 2); Cvar_SetValue("r_shadow_bumpscale_basetexture", 4); } - Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system"); R_Shadow_EditLights_Init(); Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128); maxshadowtriangles = 0; @@ -1315,6 +1289,12 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES) + { + tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); + R_Mesh_VertexPointer(shadowvertex3f, 0, 0); + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + } else { // decide which type of shadow to generate and set stencil mode @@ -1722,7 +1702,7 @@ static void R_Shadow_MakeTextures(void) data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); // 3D sphere texture - if (r_shadow_texture3d.integer && gl_texture3d) + if (r_shadow_texture3d.integer && vid.support.ext_texture_3d) { for (z = 0;z < ATTEN3DSIZE;z++) for (y = 0;y < ATTEN3DSIZE;y++) @@ -1849,11 +1829,11 @@ static void R_Shadow_MakeTextures(void) void R_Shadow_ValidateCvars(void) { - if (r_shadow_texture3d.integer && !gl_texture3d) + if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); - if (gl_ext_separatestencil.integer && !gl_support_separatestencil) + if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil) Cvar_SetValueQuick(&gl_ext_separatestencil, 0); - if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside) + if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } @@ -1884,12 +1864,12 @@ void R_Shadow_RenderMode_Begin(void) r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; - if (gl_ext_separatestencil.integer) + if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil) { r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL; r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL; } - else if (gl_ext_stenciltwoside.integer) + else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side) { r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE; r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE; @@ -1900,12 +1880,23 @@ void R_Shadow_RenderMode_Begin(void) r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL; } - if (r_glsl.integer && gl_support_fragment_shader) + switch(vid.renderpath) + { + case RENDERPATH_GL20: r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; - else if (gl_dot3arb && gl_texturecubemap && r_shadow_dot3.integer && gl_stencil) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3; - else - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture) + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN; + else if (r_textureunits.integer >= 3 && vid.texunits >= 3) + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN; + else if (r_textureunits.integer >= 2 && vid.texunits >= 2) + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN; + else + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; + break; + } CHECKGLERROR #if 0 @@ -1930,7 +1921,7 @@ void R_Shadow_RenderMode_Reset(void) { qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR } - if (gl_support_ext_framebuffer_object) + if (vid.support.ext_framebuffer_object) { qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR } @@ -2070,7 +2061,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) if (!r_shadow_shadowmap2dtexture) { #if 1 - int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4; + int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4; r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR @@ -2223,7 +2214,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter + R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); CHECKGLERROR if (shadowmapping) @@ -2237,25 +2228,24 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE) { r_shadow_usingshadowmaprect = true; - R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture)); + R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture)); CHECKGLERROR } else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE) { r_shadow_usingshadowmapcube = true; - R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])); + R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0); CHECKGLERROR } if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect)) { - R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture)); + R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0); CHECKGLERROR } } } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX) - R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); //GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); CHECKGLERROR } @@ -2443,8 +2433,10 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu const float *normal3f = rsurface.normal3f + 3 * firstvertex; float *color4f = rsurface.array_color4f + 4 * firstvertex; float dist, dot, distintensity, shadeintensity, v[3], n[3]; - if (r_textureunits.integer >= 3) + switch (r_shadow_rendermode) { + case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: if (VectorLength2(diffusecolor) > 0) { for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) @@ -2482,9 +2474,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu color4f[3] = 1; } } - } - else if (r_textureunits.integer >= 2) - { + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: if (VectorLength2(diffusecolor) > 0) { for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) @@ -2540,9 +2531,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu color4f[3] = 1; } } - } - else - { + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX: if (VectorLength2(diffusecolor) > 0) { for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) @@ -2600,50 +2590,9 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu color4f[3] = 1; } } - } -} - -// TODO: use glTexGen instead of feeding vertices to texcoordpointer? - -static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i) -{ - int i; - float *out3f = rsurface.array_texcoord3f + 3 * firstvertex; - const float *vertex3f = rsurface.vertex3f + 3 * firstvertex; - const float *svector3f = rsurface.svector3f + 3 * firstvertex; - const float *tvector3f = rsurface.tvector3f + 3 * firstvertex; - const float *normal3f = rsurface.normal3f + 3 * firstvertex; - float lightdir[3]; - for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) - { - VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir); - // the cubemap normalizes this for us - out3f[0] = DotProduct(svector3f, lightdir); - out3f[1] = DotProduct(tvector3f, lightdir); - out3f[2] = DotProduct(normal3f, lightdir); - } -} - -static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i) -{ - int i; - float *out3f = rsurface.array_texcoord3f + 3 * firstvertex; - const float *vertex3f = rsurface.vertex3f + 3 * firstvertex; - const float *svector3f = rsurface.svector3f + 3 * firstvertex; - const float *tvector3f = rsurface.tvector3f + 3 * firstvertex; - const float *normal3f = rsurface.normal3f + 3 * firstvertex; - float lightdir[3], eyedir[3], halfdir[3]; - for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) - { - VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir); - VectorNormalize(lightdir); - VectorSubtract(rsurface.localvieworigin, vertex3f, eyedir); - VectorNormalize(eyedir); - VectorAdd(lightdir, eyedir, halfdir); - // the cubemap normalizes this for us - out3f[0] = DotProduct(svector3f, halfdir); - out3f[1] = DotProduct(tvector3f, halfdir); - out3f[2] = DotProduct(normal3f, halfdir); + break; + default: + break; } } @@ -2673,7 +2622,7 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); } - //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); + //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); if(rsurface.texture->colormapping) { @@ -2696,601 +2645,6 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, } } -static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b) -{ - // shared final code for all the dot3 layers - int renders; - GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); - for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) - { - GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - } -} - -static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) -{ - rmeshstate_t m; - // 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. - // - // Limit mult to 64 for sanity sake. - GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4) - { - // 3 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[1] = rsurface.texture->currenttexmatrix; - m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[2] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; - m.texmatrix[2] = rsurface.entitytolight; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2) - { - // 2 3D combine path (Geforce3, original Radeon) - memset(&m, 0, sizeof(m)); - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[1] = rsurface.texture->currenttexmatrix; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - // 4 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytoattenuationz; - m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[2] = rsurface.texture->currenttexmatrix; - if (rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[3] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset; - m.texmatrix[3] = rsurface.entitytolight; - } - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube) - { - // 3 2D combine path (Geforce3, original Radeon) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytoattenuationz; - m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[2] = rsurface.texture->currenttexmatrix; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytoattenuationz; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - if (rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytolight; - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - // this final code is shared - R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); -} - -static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) -{ - rmeshstate_t m; - // 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. - // - // Limit mult to 64 for sanity sake. - GL_Color(1,1,1,1); - // generate normalization cubemap texcoords - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i); - 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(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; - m.pointer_texcoord_bufferobject[1] = 0; - m.pointer_texcoord_bufferoffset[1] = 0; - m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[2] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; - m.texmatrix[2] = rsurface.entitytoattenuationxyz; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - if (rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytolight; - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - // 1/2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; - m.pointer_texcoord_bufferobject[1] = 0; - m.pointer_texcoord_bufferoffset[1] = 0; - R_Mesh_TextureState(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - if (rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytolight; - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube) - { - // 2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; - m.pointer_texcoord_bufferobject[1] = 0; - m.pointer_texcoord_bufferoffset[1] = 0; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytoattenuationxyz; - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_textureunits.integer >= 4) - { - // 4/2 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; - m.pointer_texcoord_bufferobject[1] = 0; - m.pointer_texcoord_bufferoffset[1] = 0; - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[2] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; - m.texmatrix[2] = rsurface.entitytoattenuationxyz; - m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[3] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset; - m.texmatrix[3] = rsurface.entitytoattenuationz; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - if (rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytolight; - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytoattenuationz; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; - m.pointer_texcoord_bufferobject[1] = 0; - m.pointer_texcoord_bufferoffset[1] = 0; - R_Mesh_TextureState(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - if (rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytolight; - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - // this final code is shared - R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); -} - -static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) -{ - float glossexponent; - rmeshstate_t m; - // FIXME: detect blendsquare! - //if (!gl_support_blendsquare) - // return; - GL_Color(1,1,1,1); - // generate normalization cubemap texcoords - R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - // 2/0/0/1/2 3D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; - m.pointer_texcoord_bufferobject[1] = 0; - m.pointer_texcoord_bufferoffset[1] = 0; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second and third pass - R_Mesh_ResetTextureState(); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // fourth pass - memset(&m, 0, sizeof(m)); - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - R_Mesh_TextureState(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // fifth pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - if (rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytolight; - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! - { - // 2/0/0/2 3D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; - m.pointer_texcoord_bufferobject[1] = 0; - m.pointer_texcoord_bufferoffset[1] = 0; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second and third pass - R_Mesh_ResetTextureState(); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // fourth pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytoattenuationxyz; - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else - { - // 2/0/0/2/2 2D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; - m.pointer_texcoord_bufferobject[1] = 0; - m.pointer_texcoord_bufferoffset[1] = 0; - R_Mesh_TextureState(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // second and third pass - R_Mesh_ResetTextureState(); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // fourth pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; - m.texmatrix[0] = rsurface.entitytoattenuationxyz; - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytoattenuationz; - R_Mesh_TextureState(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); - - // fifth pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - if (rsurface.rtlight->currentcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - m.texmatrix[1] = rsurface.entitytolight; - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - // this final code is shared - R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); -} - -static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) -{ - // ARB path (any Geforce, any Radeon) - qboolean doambient = ambientscale > 0; - qboolean dodiffuse = diffusescale > 0; - qboolean dospecular = specularscale > 0; - if (!doambient && !dodiffuse && !dospecular) - return; - R_Mesh_ColorPointer(NULL, 0, 0); - if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale); - if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); - if (dopants) - { - if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale); - if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); - } - if (doshirt) - { - if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale); - if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); - } - if (dospecular) - R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale); -} - static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) { int renders; @@ -3393,31 +2747,67 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants); VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt); VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = rsurface.texture->currenttexmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - if (r_textureunits.integer >= 2) - { - // voodoo2 or TNT + switch(r_shadow_rendermode) + { + case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); + m.texmatrix[1] = rsurface.entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + R_Mesh_TextureState(&m); + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[1] = rsurface.entitytoattenuationxyz; m.pointer_texcoord3f[1] = rsurface.vertex3f; m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; - if (r_textureunits.integer >= 3) - { - // Voodoo4 or Kyro (or Geforce3/Radeon with r_shadow_dot3 off) - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.texmatrix[2] = rsurface.entitytoattenuationz; - m.pointer_texcoord3f[2] = rsurface.vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; - } + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); + m.texmatrix[2] = rsurface.entitytoattenuationz; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; + R_Mesh_TextureState(&m); + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.texmatrix[1] = rsurface.entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + R_Mesh_TextureState(&m); + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + R_Mesh_TextureState(&m); + break; + default: + break; } - R_Mesh_TextureState(&m); //R_Mesh_TexBind(0, R_GetTexture(basetexture)); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); if (dopants) @@ -3454,7 +2844,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle } if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; - negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && gl_support_ext_blend_subtract; + negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && vid.support.ext_blend_subtract; if(negated) { VectorNegate(lightcolorbase, lightcolorbase); @@ -3493,9 +2883,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle case R_SHADOW_RENDERMODE_LIGHT_GLSL: R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; - case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); - break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX: R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; @@ -3515,9 +2905,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle case R_SHADOW_RENDERMODE_LIGHT_GLSL: R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; - case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); - break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: + case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX: R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; @@ -3605,8 +2995,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) { // this variable must be set for the CompileShadowVolume/CompileShadowMap code r_shadow_compilingrtlight = rtlight; - R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles); - 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, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs); + 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, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; @@ -3728,9 +3117,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) int i, j; mplane_t plane; // reset the count of frustum planes - // see rsurface.rtlight_frustumplanes definition for how much this array + // see rtlight->cached_frustumplanes definition for how much this array // can hold - rsurface.rtlight_numfrustumplanes = 0; + rtlight->cached_numfrustumplanes = 0; // haven't implemented a culling path for ortho rendering if (!r_refdef.view.useperspective) @@ -3741,7 +3130,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) break; if (i == 4) for (i = 0;i < 4;i++) - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i]; return; } @@ -3763,11 +3152,11 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) continue; // copy the plane - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i]; } // if all the standard frustum planes were accepted, the light is onscreen // otherwise we need to generate some more planes below... - if (rsurface.rtlight_numfrustumplanes < 4) + if (rtlight->cached_numfrustumplanes < 4) { // at least one of the stock frustum planes failed, so we need to // create one or two custom planes to enclose the light origin @@ -3798,12 +3187,12 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) // we have created a valid plane, compute extra info PlaneClassify(&plane); // copy the plane - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; #if 1 // if we've found 5 frustum planes then we have constructed a // proper split-side case and do not need to keep searching for // planes to enclose the light origin - if (rsurface.rtlight_numfrustumplanes == 5) + if (rtlight->cached_numfrustumplanes == 5) break; #endif } @@ -3811,9 +3200,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) #endif #if 0 - for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++) + for (i = 0;i < rtlight->cached_numfrustumplanes;i++) { - plane = rsurface.rtlight_frustumplanes[i]; + plane = rtlight->cached_frustumplanes[i]; Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane)); } #endif @@ -3833,7 +3222,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal); plane.dist = VectorNormalizeLength(plane.normal); plane.dist += DotProduct(plane.normal, rtlight->shadoworigin); - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; } } #endif @@ -3844,8 +3233,8 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) { VectorClear(plane.normal); plane.normal[i >> 1] = (i & 1) ? -1 : 1; - plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1]; - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1]; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; } #endif @@ -3856,33 +3245,33 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) vec_t bestdist; // reduce all plane distances to tightly fit the rtlight cull box, which // is in worldspace - VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]); - VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]); - VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]); - VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]); - VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]); - VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]); - VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]); - VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]); - oldnum = rsurface.rtlight_numfrustumplanes; - rsurface.rtlight_numfrustumplanes = 0; + VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]); + VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]); + VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]); + VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]); + VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]); + VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]); + VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]); + VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]); + oldnum = rtlight->cached_numfrustumplanes; + rtlight->cached_numfrustumplanes = 0; for (j = 0;j < oldnum;j++) { // find the nearest point on the box to this plane - bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]); + bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]); for (i = 1;i < 8;i++) { - dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]); + dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]); if (bestdist > dist) bestdist = dist; } - Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist); + Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist); // if the nearest point is near or behind the plane, we want this // plane, otherwise the plane is useless as it won't cull anything - if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125) + if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125) { - PlaneClassify(&rsurface.rtlight_frustumplanes[j]); - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j]; + PlaneClassify(&rtlight->cached_frustumplanes[j]); + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j]; } } } @@ -3911,14 +3300,14 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const CHECKGLERROR } else if (r_refdef.scene.worldentity->model) - r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); + r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) { - qboolean zpass; + qboolean zpass = false; shadowmesh_t *mesh; int t, tend; int surfacelistindex; @@ -3929,8 +3318,11 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { CHECKGLERROR - zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); - R_Shadow_RenderMode_StencilShadowVolumes(zpass); + if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES) + { + zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); + R_Shadow_RenderMode_StencilShadowVolumes(zpass); + } mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail; for (;mesh;mesh = mesh->next) { @@ -3975,7 +3367,7 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); } else if (numsurfaces) - r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); + r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } @@ -4011,8 +3403,14 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent) Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); - if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + switch(r_shadow_lightingrendermode) + { + case R_SHADOW_RENDERMODE_LIGHT_GLSL: R_Mesh_TexMatrix(3, &rsurface.entitytolight); + break; + default: + break; + } } void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs) @@ -4027,8 +3425,14 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); - if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + switch(r_shadow_lightingrendermode) + { + case R_SHADOW_RENDERMODE_LIGHT_GLSL: R_Mesh_TexMatrix(3, &rsurface.entitytolight); + break; + default: + break; + } r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs); @@ -4048,7 +3452,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent) rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) +void R_CacheRTLight(rtlight_t *rtlight) { int i; float f; @@ -4060,14 +3464,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) int numshadowentities; int numshadowentities_noselfshadow; static entity_render_t *lightentities[MAX_EDICTS]; + static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; static entity_render_t *shadowentities[MAX_EDICTS]; - static unsigned char entitysides[MAX_EDICTS]; - int lightentities_noselfshadow; - int shadowentities_noselfshadow; - vec3_t nearestpoint; - vec_t distance; - qboolean castshadows; - int lodlinear; + static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; + + rtlight->draw = false; // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) // skip lights that are basically invisible (color 0 0 0) @@ -4107,8 +3508,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; - VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins); - VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs); + VectorCopy(rtlight->cullmins, rtlight->cached_cullmins); + VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs); + + R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { @@ -4127,8 +3530,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { // dynamic light, world available and can receive realtime lighting // calculate lit surfaces and leafs - R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); - r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs); + r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes); + R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; @@ -4136,7 +3539,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) shadowtrispvs = r_shadow_buffer_shadowtrispvs; lighttrispvs = r_shadow_buffer_lighttrispvs; // if the reduced leaf bounds are offscreen, skip it - if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) + if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) return; } else @@ -4160,19 +3563,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (i == numleafs) return; } - // set up a scissor rectangle for this light - if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) - return; - - R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); // make a list of lit entities and shadow casting entities numlightentities = 0; numlightentities_noselfshadow = 0; - lightentities_noselfshadow = sizeof(lightentities)/sizeof(lightentities[0]) - 1; numshadowentities = 0; numshadowentities_noselfshadow = 0; - shadowentities_noselfshadow = sizeof(shadowentities)/sizeof(shadowentities[0]) - 1; // add dynamic entities that are lit by the light if (r_drawentities.integer) @@ -4182,11 +3578,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) dp_model_t *model; entity_render_t *ent = r_refdef.scene.entities[i]; vec3_t org; - if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) + if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs)) continue; // skip the object entirely if it is not within the valid // shadow-casting region (which includes the lit region) - if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes)) + if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) continue; if (!(model = ent->model)) continue; @@ -4199,7 +3595,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) continue; if (ent->flags & RENDER_NOSELFSHADOW) - lightentities[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent; + lightentities_noselfshadow[numlightentities_noselfshadow++] = ent; else lightentities[numlightentities++] = ent; // since it is lit, it probably also casts a shadow... @@ -4214,7 +3610,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // RENDER_NOSELFSHADOW entities such as the gun // (very weird, but keeps the player shadow off the gun) if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) - shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent; + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; else shadowentities[numshadowentities++] = ent; } @@ -4232,7 +3628,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) - shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent; + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; else shadowentities[numshadowentities++] = ent; } @@ -4241,7 +3637,93 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) } // return if there's nothing at all to light - if (!numlightentities && !numsurfaces) + if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0) + return; + + // count this light in the r_speeds + r_refdef.stats.lights++; + + // flag it as worth drawing later + rtlight->draw = true; + + // cache all the animated entities that cast a shadow but are not visible + for (i = 0;i < numshadowentities;i++) + if (shadowentities[i]->animcacheindex < 0) + R_AnimCache_GetEntity(shadowentities[i], false, false); + for (i = 0;i < numshadowentities_noselfshadow;i++) + if (shadowentities_noselfshadow[i]->animcacheindex < 0) + R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); + + // allocate some temporary memory for rendering this light later in the frame + // reusable buffers need to be copied, static data can be used as-is + rtlight->cached_numlightentities = numlightentities; + rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow; + rtlight->cached_numshadowentities = numshadowentities; + rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow; + rtlight->cached_numsurfaces = numsurfaces; + rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities); + rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow); + rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities); + rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow); + if (shadowtrispvs == r_shadow_buffer_shadowtrispvs) + { + rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs); + rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs); + rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist); + } + else + { + // compiled light data + rtlight->cached_shadowtrispvs = shadowtrispvs; + rtlight->cached_lighttrispvs = lighttrispvs; + rtlight->cached_surfacelist = surfacelist; + } +} + +void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) +{ + int i; + int numsurfaces; + unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides; + int numlightentities; + int numlightentities_noselfshadow; + int numshadowentities; + int numshadowentities_noselfshadow; + entity_render_t **lightentities; + entity_render_t **lightentities_noselfshadow; + entity_render_t **shadowentities; + entity_render_t **shadowentities_noselfshadow; + int *surfacelist; + static unsigned char entitysides[MAX_EDICTS]; + static unsigned char entitysides_noselfshadow[MAX_EDICTS]; + vec3_t nearestpoint; + vec_t distance; + qboolean castshadows; + int lodlinear; + + // check if we cached this light this frame (meaning it is worth drawing) + if (!rtlight->draw) + return; + + // if R_FrameData_Store ran out of space we skip anything dependent on it + if (r_framedata_failed) + return; + + numlightentities = rtlight->cached_numlightentities; + numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow; + numshadowentities = rtlight->cached_numshadowentities; + numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow; + numsurfaces = rtlight->cached_numsurfaces; + lightentities = rtlight->cached_lightentities; + lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow; + shadowentities = rtlight->cached_shadowentities; + shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow; + shadowtrispvs = rtlight->cached_shadowtrispvs; + lighttrispvs = rtlight->cached_lighttrispvs; + surfacelist = rtlight->cached_surfacelist; + + // set up a scissor rectangle for this light + if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) return; // don't let sound skip if going slow @@ -4250,8 +3732,6 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // make this the active rtlight for rendering purposes R_Shadow_RenderMode_ActiveLight(rtlight); - // count this light in the r_speeds - r_refdef.stats.lights++; if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) { @@ -4263,7 +3743,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numshadowentities;i++) R_Shadow_DrawEntityShadow(shadowentities[i]); for (i = 0;i < numshadowentities_noselfshadow;i++) - R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]); + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); + R_Shadow_RenderMode_VisibleLighting(false, false); } if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow) @@ -4276,7 +3757,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i]); for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows); @@ -4312,6 +3793,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder); + surfacesides = NULL; if (numsurfaces) { if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) @@ -4321,6 +3803,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) } else { + surfacesides = r_shadow_buffer_surfacesides; for(i = 0;i < numsurfaces;i++) { msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i]; @@ -4336,7 +3819,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias); if (receivermask < 0x3F) for(i = 0; i < numlightentities_noselfshadow;i++) - receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias); + receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias); } receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder); @@ -4346,7 +3829,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numshadowentities;i++) castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); for (i = 0;i < numshadowentities_noselfshadow;i++) - castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); + castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); } //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size); @@ -4368,7 +3851,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // draw lighting in the unmasked areas R_Shadow_RenderMode_Lighting(false, false, true); for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } // render shadow casters into 6 sided depth texture @@ -4377,8 +3860,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side)) { R_Shadow_RenderMode_ShadowMap(side, false, size); - for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side)) - R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]); + for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side)) + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); } } @@ -4391,57 +3874,87 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i]); } - else if (castshadows && gl_stencil) + else if (castshadows && vid.stencil) { // draw stencil shadow volumes to mask off pixels that are in shadow // so that they won't receive lighting GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); R_Shadow_ClearStencil(); + if (numsurfaces) R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); for (i = 0;i < numshadowentities;i++) R_Shadow_DrawEntityShadow(shadowentities[i]); - if (numlightentities_noselfshadow) - { - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false, false); - for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); - // optionally draw the illuminated areas - // for performance analysis by level designers - if (r_showlighting.integer && r_refdef.view.showdebug) - { - R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false); - for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); - } - } + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(true, false, false); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + for (i = 0;i < numshadowentities_noselfshadow;i++) - R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]); + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); + + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(true, false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + } + else + { + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(false, false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + } +} + +void R_PrepareRTLights(void) +{ + int flag; + int lnum; + size_t lightindex; + dlight_t *light; + size_t range; + float f; - if (numsurfaces + numlightentities) + R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); + + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + if (r_shadow_debuglight.integer >= 0) + { + lightindex = r_shadow_debuglight.integer; + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_CacheRTLight(&light->rtlight); + } + else + { + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false, false); - if (numsurfaces) - R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i]); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_CacheRTLight(&light->rtlight); } } - else + if (r_refdef.scene.rtdlight) + { + for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) + R_CacheRTLight(r_refdef.scene.lights[lnum]); + } + else if(gl_flashblend.integer) { - if (numsurfaces + numlightentities) + for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) { - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(false, false, false); - if (numsurfaces) - R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i]); - for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); + rtlight_t *rtlight = r_refdef.scene.lights[lnum]; + f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; + VectorScale(rtlight->color, f, rtlight->currentcolor); } } } @@ -4456,8 +3969,8 @@ void R_ShadowVolumeLighting(qboolean visible) size_t range; float f; - if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4) || - (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) || + if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) || + (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != r_shadow_shadowmapping.integer || r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer || r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || @@ -4526,7 +4039,7 @@ void R_DrawModelShadows(void) vec3_t relativeshadowmins, relativeshadowmaxs; vec3_t tmp, shadowdir; - if (!r_drawentities.integer || !gl_stencil) + if (!r_drawentities.integer || !vid.stencil) return; CHECKGLERROR @@ -4702,7 +4215,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) if (VectorLength(color) > (1.0f / 256.0f)) { float vertex3f[12]; - qboolean negated = (color[0] + color[1] + color[2] < 0) && gl_support_ext_blend_subtract; + qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract; if(negated) { VectorNegate(color, color); @@ -4737,7 +4250,7 @@ void R_DrawCoronas(void) // use GL_ARB_occlusion_query if available // otherwise use raytraces r_numqueries = 0; - usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer; + usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; if (usequery) { GL_ColorMask(0,0,0,0);