X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=77026205ea4e2fff80838120bba005f97cd6f681;hp=29016e0895fe25aa31a8c7e571113c53a74f9ef1;hb=b6f04e7a3b73a2b2449add51f1e48097c0feec8c;hpb=5e48e932b1ae931fd143537781e80bb832a9bdea diff --git a/r_shadow.c b/r_shadow.c index 29016e08..77026205 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -198,6 +198,7 @@ int r_shadow_rtlight_numfrustumplanes; mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes rtexturepool_t *r_shadow_texturepool; +rtexture_t *r_shadow_attenuationgradienttexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; @@ -210,12 +211,13 @@ 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_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"}; cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; -cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"}; -cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"}; +cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; +cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; @@ -247,7 +249,16 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; -float r_shadow_attenpower, r_shadow_attenscale; +// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error +#define ATTENTABLESIZE 256 +// 1D gradient, 2D circle and 3D sphere attenuation textures +#define ATTEN1DSIZE 32 +#define ATTEN2DSIZE 64 +#define ATTEN3DSIZE 32 + +static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias +static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale +static float r_shadow_attentable[ATTENTABLESIZE+1]; rtlight_t *r_shadow_compilingrtlight; dlight_t *r_shadow_worldlightchain; @@ -282,6 +293,7 @@ void r_shadow_start(void) { // allocate vertex processing arrays numcubemaps = 0; + r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_texturepool = NULL; @@ -317,6 +329,7 @@ void r_shadow_shutdown(void) { R_Shadow_UncompileWorldLights(); numcubemaps = 0; + r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); @@ -382,8 +395,8 @@ void R_Shadow_Help_f(void) "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_lightattenuationpower : used to generate attenuation texture\n" -"r_shadow_lightattenuationscale : used to generate attenuation texture\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" @@ -411,13 +424,14 @@ void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); + Cvar_RegisterVariable(&r_shadow_usenormalmap); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); Cvar_RegisterVariable(&r_shadow_glossexponent); - Cvar_RegisterVariable(&r_shadow_lightattenuationpower); - Cvar_RegisterVariable(&r_shadow_lightattenuationscale); + Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias); + Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_lightradiusscale); Cvar_RegisterVariable(&r_shadow_portallight); @@ -886,77 +900,71 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte } r_refdef.stats.lights_shadowtriangles += numtriangles; CHECKGLERROR - R_Mesh_VertexPointer(vertex3f); + R_Mesh_VertexPointer(vertex3f, 0, 0); GL_LockArrays(0, numvertices); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR - R_Mesh_Draw(0, numvertices, numtriangles, element3i); + R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0); // increment stencil if frontface is behind depthbuffer GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } - R_Mesh_Draw(0, numvertices, numtriangles, element3i); + R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0); GL_LockArrays(0, 0); CHECKGLERROR } +static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) +{ + float dist = sqrt(x*x+y*y+z*z); + float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + return (unsigned char)bound(0, intensity * 256.0f, 255); +} + static void R_Shadow_MakeTextures(void) { - int x, y, z, d; - float v[3], intensity; + int x, y, z; + float intensity, dist; unsigned char *data; + unsigned int palette[256]; R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); - r_shadow_attenpower = r_shadow_lightattenuationpower.value; - r_shadow_attenscale = r_shadow_lightattenuationscale.value; -#define ATTEN2DSIZE 64 -#define ATTEN3DSIZE 32 - data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); + r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value; + r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value; + // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways + for (x = 0;x < 256;x++) + palette[x] = x * 0x01010101; + data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE)); + // the table includes one additional value to avoid the need to clamp indexing due to minor math errors + for (x = 0;x <= ATTENTABLESIZE;x++) + { + dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375); + intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + r_shadow_attentable[x] = bound(0, intensity, 1); + } + // 1D gradient texture + for (x = 0;x < ATTEN1DSIZE;x++) + data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); + r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette); + // 2D circle texture for (y = 0;y < ATTEN2DSIZE;y++) - { for (x = 0;x < ATTEN2DSIZE;x++) - { - v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); - v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); - v[2] = 0; - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = (int)bound(0, intensity, 255); - data[(y*ATTEN2DSIZE+x)*4+0] = d; - data[(y*ATTEN2DSIZE+x)*4+1] = d; - data[(y*ATTEN2DSIZE+x)*4+2] = d; - data[(y*ATTEN2DSIZE+x)*4+3] = d; - } - } - r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + 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, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette); + // 3D sphere texture if (r_shadow_texture3d.integer && gl_texture3d) { for (z = 0;z < ATTEN3DSIZE;z++) - { for (y = 0;y < ATTEN3DSIZE;y++) - { for (x = 0;x < ATTEN3DSIZE;x++) - { - v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = (int)bound(0, intensity, 255); - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d; - } - } - } - r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); + r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette); } + else + r_shadow_attenuation3dtexture = NULL; Mem_Free(data); } @@ -990,12 +998,12 @@ void R_Shadow_RenderMode_Begin(void) if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) - || r_shadow_lightattenuationpower.value != r_shadow_attenpower - || r_shadow_lightattenuationscale.value != r_shadow_attenscale) + || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias + || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale) R_Shadow_MakeTextures(); CHECKGLERROR - R_Mesh_ColorPointer(NULL); + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthTest(true); @@ -1036,7 +1044,7 @@ void R_Shadow_RenderMode_Reset(void) { qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR } - R_Mesh_ColorPointer(NULL); + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); GL_DepthTest(true); GL_DepthMask(false); @@ -1259,92 +1267,155 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]); - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]); - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]); + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f); + } + else + VectorCopy(ambientcolor, color4f); if (r_refdef.fogenabled) { float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + VectorCopy(ambientcolor, color4f); + if (r_refdef.fogenabled) + { + float f; + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } else if (r_textureunits.integer >= 2) { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + } + else + { + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + } + if (r_refdef.fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } } else + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; + if (r_refdef.fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } } - if (r_refdef.fogenabled) - { - float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); - VectorScale(color4f, f, color4f); - } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } else { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = DotProduct(v, v)) < 1) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - dist = sqrt(dist); - distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + } + else + { + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + } + if (r_refdef.fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } } else + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { + distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; + if (r_refdef.fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } } - if (r_refdef.fogenabled) - { - float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); - VectorScale(color4f, f, color4f); - } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } } @@ -1393,28 +1464,28 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu } } -static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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) { // used to display how many times a surface is lit for level design purposes GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); - R_Mesh_ColorPointer(NULL); + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); } -static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupSurfaceShader(lightcolorbase, false); - R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); + R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale); + R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, 0, 0); + R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, 0, 0); + R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, 0, 0); + R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, 0, 0); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR @@ -1429,7 +1500,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int num 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, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); } } @@ -1520,7 +1591,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // second pass memset(&m, 0, sizeof(m)); @@ -1570,7 +1641,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // second pass memset(&m, 0, sizeof(m)); @@ -1595,7 +1666,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // second pass memset(&m, 0, sizeof(m)); @@ -1608,7 +1679,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // second pass memset(&m, 0, sizeof(m)); @@ -1637,7 +1708,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // second pass memset(&m, 0, sizeof(m)); @@ -1669,7 +1740,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // second pass memset(&m, 0, sizeof(m)); @@ -1697,7 +1768,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // second pass memset(&m, 0, sizeof(m)); @@ -1710,7 +1781,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // second pass memset(&m, 0, sizeof(m)); @@ -1754,14 +1825,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // 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, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // fourth pass memset(&m, 0, sizeof(m)); @@ -1770,7 +1841,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // fifth pass memset(&m, 0, sizeof(m)); @@ -1799,14 +1870,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // 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, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // fourth pass memset(&m, 0, sizeof(m)); @@ -1832,14 +1903,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // 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, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // fourth pass memset(&m, 0, sizeof(m)); @@ -1851,7 +1922,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); // fifth pass memset(&m, 0, sizeof(m)); @@ -1871,32 +1942,32 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 = r_shadow_rtlight->ambientscale > 0; - qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0; + qboolean doambient = ambientscale > 0; + qboolean dodiffuse = diffusescale > 0; qboolean dospecular = specularscale > 0; if (!doambient && !dodiffuse && !dospecular) return; - R_Mesh_ColorPointer(NULL); + R_Mesh_ColorPointer(NULL, 0, 0); if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale); if (dopants) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale); } if (doshirt) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale); } if (dospecular) R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); @@ -1952,7 +2023,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve newe += 3; if (newnumtriangles >= 1024) { - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements); + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0); newnumtriangles = 0; newe = newelements; stop = false; @@ -1961,7 +2032,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve } if (newnumtriangles >= 1) { - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements); + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0); stop = false; } // if we couldn't find any lit triangles, exit early @@ -1990,7 +2061,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve } } -static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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) { // OpenGL 1.1 path (anything) model_t *model = rsurface_entity->model; @@ -1998,14 +2069,14 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; rmeshstate_t m; - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase); - VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants); - VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants); - VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt); - VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt); + VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase); + VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase); + VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants); + VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants); + VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt); + VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - R_Mesh_ColorPointer(rsurface_array_color4f); + R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texmatrix[0] = rsurface_texture->currenttexmatrix; @@ -2025,7 +2096,7 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice } } R_Mesh_TextureState(&m); - R_Mesh_TexBind(0, R_GetTexture(basetexture)); + //R_Mesh_TexBind(0, R_GetTexture(basetexture)); R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); if (dopants) { @@ -2041,13 +2112,23 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i) { + float ambientscale, diffusescale, specularscale; // FIXME: support MATERIALFLAG_NODEPTHTEST vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; // calculate colors to render this texture with lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha; lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha; lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha; - if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + ambientscale = r_shadow_rtlight->ambientscale; + diffusescale = r_shadow_rtlight->diffusescale; + specularscale = r_shadow_rtlight->specularscale * rsurface_texture->specularscale; + if (!r_shadow_usenormalmap.integer) + { + ambientscale += 1.0f * diffusescale; + diffusescale = 0; + specularscale = 0; + } + if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces @@ -2075,16 +2156,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2097,16 +2178,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2445,19 +2526,19 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; - R_Mesh_VertexPointer(mesh->vertex3f); + R_Mesh_VertexPointer(mesh->vertex3f, 0, 0); GL_LockArrays(0, mesh->numverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR - R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0); // increment stencil if frontface is behind depthbuffer GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } - R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0); GL_LockArrays(0, 0); } CHECKGLERROR @@ -2843,8 +2924,8 @@ void R_DrawModelShadows(void) GL_ScissorTest(true); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_ColorPointer(NULL); + R_Mesh_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); // set up a 50% darkening blend on shadowed areas GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -2860,7 +2941,7 @@ void R_DrawModelShadows(void) qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR // apply the blend to the shadowed areas - R_Mesh_Draw(0, 4, 2, polygonelements); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); // restoring the perspective view is done by R_RenderScene //R_SetupView(&r_view.matrix);