X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=9575f9c785c8ed8d23a7ff5146ad1661325efdb2;hp=ba4f461b8575ba8a7be0a008f5b0b2d66a9a16c9;hb=0e38741a94d0a28e659fb3a87eaa7c9464f5cb8d;hpb=c42c24d6b75aeb95fd9a8df27364042ad68df64a diff --git a/r_shadow.c b/r_shadow.c index ba4f461b..9575f9c7 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -154,9 +154,7 @@ rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_normalcubetexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; -rtexture_t *r_shadow_blankbumptexture; -rtexture_t *r_shadow_blankglosstexture; -rtexture_t *r_shadow_blankwhitetexture; +rtexture_t *r_shadow_blankwhitecubetexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -189,6 +187,10 @@ cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegener cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; +cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"}; +cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"}; +cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"}; +cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; cvar_t r_editlights = {0, "r_editlights", "0"}; cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; @@ -199,10 +201,6 @@ cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsi cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; -int c_rt_lights, c_rt_clears, c_rt_scissored; -int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris; -int c_rtcached_shadowmeshes, c_rtcached_shadowtris; - float r_shadow_attenpower, r_shadow_attenscale; rtlight_t *r_shadow_compilingrtlight; @@ -226,6 +224,14 @@ cubemapinfo_t; static int numcubemaps; static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; +#define SHADERPERMUTATION_SPECULAR (1<<0) +#define SHADERPERMUTATION_FOG (1<<1) +#define SHADERPERMUTATION_CUBEFILTER (1<<2) +#define SHADERPERMUTATION_OFFSETMAPPING (1<<3) +#define SHADERPERMUTATION_COUNT (1<<4) + +GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT]; + void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); @@ -237,16 +243,154 @@ void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); +const char *builtinshader_light_vert = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"uniform vec3 LightPosition;\n" +"\n" +"varying vec2 TexCoord;\n" +"varying vec3 CubeVector;\n" +"varying vec3 LightVector;\n" +"\n" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +"uniform vec3 EyePosition;\n" +"varying vec3 EyeVector;\n" +"#endif\n" +"\n" +"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" +"\n" +"void main(void)\n" +"{\n" +" // copy the surface texcoord\n" +" TexCoord = gl_MultiTexCoord0.st;\n" +"\n" +" // transform vertex position into light attenuation/cubemap space\n" +" // (-1 to +1 across the light box)\n" +" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" +"\n" +" // transform unnormalized light direction into tangent space\n" +" // (we use unnormalized to ensure that it interpolates correctly and then\n" +" // normalize it per pixel)\n" +" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" +" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +"\n" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +" // transform unnormalized eye direction into tangent space\n" +" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS\n" +" // rendering\n" +" gl_Position = ftransform();\n" +"}\n" +; + +const char *builtinshader_light_frag = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"uniform vec3 LightColor;\n" +"\n" +"#ifdef USEOFFSETMAPPING\n" +"uniform float OffsetMapping_Scale;\n" +"uniform float OffsetMapping_Bias;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +"uniform float SpecularPower;\n" +"#endif\n" +"#ifdef USEFOG\n" +"uniform float FogRangeRecip;\n" +"#endif\n" +"uniform float AmbientScale;\n" +"uniform float DiffuseScale;\n" +"#ifdef USESPECULAR\n" +"uniform float SpecularScale;\n" +"#endif\n" +"\n" +"uniform sampler2D Texture_Normal;\n" +"uniform sampler2D Texture_Color;\n" +"#ifdef USESPECULAR\n" +"uniform sampler2D Texture_Gloss;\n" +"#endif\n" +"#ifdef USECUBEFILTER\n" +"uniform samplerCube Texture_Cube;\n" +"#endif\n" +"#ifdef USEFOG\n" +"uniform sampler2D Texture_FogMask;\n" +"#endif\n" +"\n" +"varying vec2 TexCoord;\n" +"varying vec3 CubeVector;\n" +"varying vec3 LightVector;\n" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +"varying vec3 EyeVector;\n" +"#endif\n" +"\n" +"void main(void)\n" +"{\n" +" // attenuation\n" +" //\n" +" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" +" // center and sharp falloff at the edge, this is about the most efficient\n" +" // we can get away with as far as providing illumination.\n" +" //\n" +" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" +" // provide significant illumination, large = slow = pain.\n" +" float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" +"\n" +"#ifdef USEFOG\n" +" // apply fog\n" +" colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n" +"#endif\n" +"\n" +"#ifdef USEOFFSETMAPPING\n" +" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n" +" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" +" vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" +" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" +" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +" // get the texels - with a blendmap we'd need to blend multiple here\n" +" vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n" +" vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n" +"#ifdef USESPECULAR\n" +" vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n" +"#endif\n" +"\n" +" // calculate shading\n" +" vec3 diffusenormal = normalize(LightVector);\n" +" vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +"#ifdef USESPECULAR\n" +" color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n" +"#endif\n" +"\n" +"#ifdef USECUBEFILTER\n" +" // apply light cubemap filter\n" +" color *= vec3(textureCube(Texture_Cube, CubeVector));\n" +"#endif\n" +"\n" +" // calculate fragment color\n" +" gl_FragColor = vec4(LightColor * color * colorscale, 1);\n" +"}\n" +; + void r_shadow_start(void) { + int i; // allocate vertex processing arrays numcubemaps = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankbumptexture = NULL; - r_shadow_blankglosstexture = NULL; - r_shadow_blankwhitetexture = NULL; + r_shadow_blankwhitecubetexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); @@ -268,18 +412,90 @@ void r_shadow_start(void) r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + r_shadow_program_light[i] = 0; + if (gl_support_fragment_shader) + { + char *vertstring, *fragstring; + int vertstrings_count; + int fragstrings_count; + const char *vertstrings_list[SHADERPERMUTATION_COUNT]; + const char *fragstrings_list[SHADERPERMUTATION_COUNT]; + vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false); + fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + vertstrings_count = 0; + fragstrings_count = 0; + if (i & SHADERPERMUTATION_SPECULAR) + { + vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n"; + fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n"; + } + if (i & SHADERPERMUTATION_FOG) + { + vertstrings_list[vertstrings_count++] = "#define USEFOG\n"; + fragstrings_list[fragstrings_count++] = "#define USEFOG\n"; + } + if (i & SHADERPERMUTATION_CUBEFILTER) + { + vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n"; + fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n"; + } + if (i & SHADERPERMUTATION_OFFSETMAPPING) + { + vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n"; + fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n"; + } + vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert; + fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag; + r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); + if (!r_shadow_program_light[i]) + { + Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light"); + continue; + } + qglUseProgramObjectARB(r_shadow_program_light[i]); + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR + if (i & SHADERPERMUTATION_SPECULAR) + { + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR + } + if (i & SHADERPERMUTATION_CUBEFILTER) + { + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR + } + if (i & SHADERPERMUTATION_FOG) + { + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR + } + } + qglUseProgramObjectARB(0); + if (fragstring) + Mem_Free(fragstring); + if (vertstring) + Mem_Free(vertstring); + } } void r_shadow_shutdown(void) { + int i; R_Shadow_UncompileWorldLights(); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + if (r_shadow_program_light[i]) + { + GL_Backend_FreeProgram(r_shadow_program_light[i]); + r_shadow_program_light[i] = 0; + } + } numcubemaps = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankbumptexture = NULL; - r_shadow_blankglosstexture = NULL; - r_shadow_blankwhitetexture = NULL; + r_shadow_blankwhitecubetexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; @@ -345,6 +561,10 @@ void R_Shadow_Help_f(void) "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" +"r_shadow_glsl : use OpenGL Shading Language for lighting\n" +"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n" +"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n" +"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n" "r_shadow_scissor : use scissor optimization\n" "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" @@ -383,6 +603,10 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_shadow_visiblevolumes); + Cvar_RegisterVariable(&r_shadow_glsl); + Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); + Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale); + Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) { @@ -502,10 +726,10 @@ void R_Shadow_PrepareShadowMark(int numtris) int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) { - int i, j, tris = 0, vr[3], t, outvertices = 0; - float f, temp[3]; - const int *e, *n; - const float *v; + int i, j; + int outtriangles = 0, outvertices = 0; + const int *element; + const float *vertex; if (maxvertexupdate < innumvertices) { @@ -525,28 +749,28 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); memset(vertexremap, 0, maxvertexupdate * sizeof(int)); } - + for (i = 0;i < numshadowmarktris;i++) shadowmark[shadowmarktris[i]] = shadowmarkcount; for (i = 0;i < numshadowmarktris;i++) { - t = shadowmarktris[i]; - e = inelement3i + t * 3; + element = inelement3i + shadowmarktris[i] * 3; // make sure the vertices are created for (j = 0;j < 3;j++) { - if (vertexupdate[e[j]] != vertexupdatenum) + if (vertexupdate[element[j]] != vertexupdatenum) { - vertexupdate[e[j]] = vertexupdatenum; - vertexremap[e[j]] = outvertices; - v = invertex3f + e[j] * 3; + float ratio, direction[3]; + vertexupdate[element[j]] = vertexupdatenum; + vertexremap[element[j]] = outvertices; + vertex = invertex3f + element[j] * 3; // project one copy of the vertex to the sphere radius of the light // (FIXME: would projecting it to the light box be better?) - VectorSubtract(v, projectorigin, temp); - f = projectdistance / VectorLength(temp); - VectorCopy(v, outvertex3f); - VectorMA(projectorigin, f, temp, (outvertex3f + 3)); + VectorSubtract(vertex, projectorigin, direction); + ratio = projectdistance / VectorLength(direction); + VectorCopy(vertex, outvertex3f); + VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); outvertex3f += 6; outvertices += 2; } @@ -555,62 +779,70 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) { - t = shadowmarktris[i]; - e = inelement3i + t * 3; - n = inneighbor3i + t * 3; + int remappedelement[3]; + int markindex; + const int *neighbortriangle; + + markindex = shadowmarktris[i] * 3; + element = inelement3i + markindex; + neighbortriangle = inneighbor3i + markindex; // output the front and back triangles - outelement3i[0] = vertexremap[e[0]]; - outelement3i[1] = vertexremap[e[1]]; - outelement3i[2] = vertexremap[e[2]]; - outelement3i[3] = vertexremap[e[2]] + 1; - outelement3i[4] = vertexremap[e[1]] + 1; - outelement3i[5] = vertexremap[e[0]] + 1; + outelement3i[0] = vertexremap[element[0]]; + outelement3i[1] = vertexremap[element[1]]; + outelement3i[2] = vertexremap[element[2]]; + outelement3i[3] = vertexremap[element[2]] + 1; + outelement3i[4] = vertexremap[element[1]] + 1; + outelement3i[5] = vertexremap[element[0]] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; // output the sides (facing outward from this triangle) - if (shadowmark[n[0]] != shadowmarkcount) - { - vr[0] = vertexremap[e[0]]; - vr[1] = vertexremap[e[1]]; - outelement3i[0] = vr[1]; - outelement3i[1] = vr[0]; - outelement3i[2] = vr[0] + 1; - outelement3i[3] = vr[1]; - outelement3i[4] = vr[0] + 1; - outelement3i[5] = vr[1] + 1; + if (shadowmark[neighbortriangle[0]] != shadowmarkcount) + { + remappedelement[0] = vertexremap[element[0]]; + remappedelement[1] = vertexremap[element[1]]; + outelement3i[0] = remappedelement[1]; + outelement3i[1] = remappedelement[0]; + outelement3i[2] = remappedelement[0] + 1; + outelement3i[3] = remappedelement[1]; + outelement3i[4] = remappedelement[0] + 1; + outelement3i[5] = remappedelement[1] + 1; + outelement3i += 6; - tris += 2; - } - if (shadowmark[n[1]] != shadowmarkcount) - { - vr[1] = vertexremap[e[1]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[2]; - outelement3i[1] = vr[1]; - outelement3i[2] = vr[1] + 1; - outelement3i[3] = vr[2]; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[2] + 1; + outtriangles += 2; + } + if (shadowmark[neighbortriangle[1]] != shadowmarkcount) + { + remappedelement[1] = vertexremap[element[1]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[2]; + outelement3i[1] = remappedelement[1]; + outelement3i[2] = remappedelement[1] + 1; + outelement3i[3] = remappedelement[2]; + outelement3i[4] = remappedelement[1] + 1; + outelement3i[5] = remappedelement[2] + 1; + outelement3i += 6; - tris += 2; - } - if (shadowmark[n[2]] != shadowmarkcount) - { - vr[0] = vertexremap[e[0]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[0]; - outelement3i[1] = vr[2]; - outelement3i[2] = vr[2] + 1; - outelement3i[3] = vr[0]; - outelement3i[4] = vr[2] + 1; - outelement3i[5] = vr[0] + 1; + outtriangles += 2; + } + if (shadowmark[neighbortriangle[2]] != shadowmarkcount) + { + remappedelement[0] = vertexremap[element[0]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[0]; + outelement3i[1] = remappedelement[2]; + outelement3i[2] = remappedelement[2] + 1; + outelement3i[3] = remappedelement[0]; + outelement3i[4] = remappedelement[2] + 1; + outelement3i[5] = remappedelement[0] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } } if (outnumvertices) *outnumvertices = outvertices; - return tris; + return outtriangles; } void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) @@ -630,7 +862,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); } -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs) +void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) { int t, tend; const int *e; @@ -685,14 +917,14 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte // increment stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - R_Mesh_Draw(numvertices, numtriangles, element3i); + R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; // decrement stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } - R_Mesh_Draw(numvertices, numtriangles, element3i); + R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; GL_LockArrays(0, 0); @@ -711,23 +943,17 @@ static void R_Shadow_MakeTextures(void) #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4))); - data[0] = 128; - data[1] = 128; - data[2] = 255; - data[3] = 255; - r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 255; - data[1] = 255; - data[2] = 255; - data[3] = 255; - r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 255; - data[1] = 255; - data[2] = 255; - data[3] = 255; - r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_shadow_blankwhitecubetexture = NULL; + r_shadow_normalcubetexture = NULL; if (gl_texturecubemap) { + data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; + data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; + data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; + data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; + data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; + data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; + r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) @@ -779,8 +1005,6 @@ static void R_Shadow_MakeTextures(void) } r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } - else - r_shadow_normalcubetexture = NULL; for (y = 0;y < ATTEN2DSIZE;y++) { for (x = 0;x < ATTEN2DSIZE;x++) @@ -856,10 +1080,6 @@ void R_Shadow_Stage_Begin(void) qglEnable(GL_CULL_FACE); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); r_shadowstage = SHADOWSTAGE_NONE; - - c_rt_lights = c_rt_clears = c_rt_scissored = 0; - c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0; - c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0; } void R_Shadow_Stage_ShadowVolumes(void) @@ -1337,19 +1557,111 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements int renders; float color[3], color2[3], colorscale; rmeshstate_t m; - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - if (!glosstexture) - glosstexture = r_shadow_blankglosstexture; // FIXME: support EF_NODEPTHTEST GL_DepthMask(false); GL_DepthTest(true); - if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) + if (!bumptexture) + bumptexture = r_texture_blanknormalmap; + specularscale *= r_shadow_glossintensity.value; + if (!glosstexture) + { + if (r_shadow_gloss.integer >= 2) + { + glosstexture = r_texture_white; + specularscale *= r_shadow_gloss2intensity.value; + } + else + { + glosstexture = r_texture_black; + specularscale = 0; + } + } + if (r_shadow_gloss.integer < 1) + specularscale = 0; + if (!lightcubemap) + lightcubemap = r_shadow_blankwhitecubetexture; + if (ambientscale + diffusescale + specularscale < 0.01) + return; + if (r_shadow_glsl.integer && r_shadow_program_light[0]) + { + unsigned int perm, prog; + // GLSL shader path (GFFX5200, Radeon 9500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord3f[1] = svector3f; + m.pointer_texcoord3f[2] = tvector3f; + m.pointer_texcoord3f[3] = normal3f; + m.tex[0] = R_GetTexture(bumptexture); + m.tex[1] = R_GetTexture(basetexture); + m.tex[2] = R_GetTexture(glosstexture); + m.texcubemap[3] = R_GetTexture(lightcubemap); + // TODO: support fog (after renderer is converted to texture fog) + m.tex[4] = R_GetTexture(r_texture_white); + m.texmatrix[3] = *matrix_modeltolight; + R_Mesh_State(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + CHECKGLERROR + perm = 0; + // only add a feature to the permutation if that permutation exists + // (otherwise it might end up not using a shader at all, which looks + // worse than using less features) + if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR]) + perm |= SHADERPERMUTATION_SPECULAR; + //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG]) + // perm |= SHADERPERMUTATION_FOG; + if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER]) + perm |= SHADERPERMUTATION_CUBEFILTER; + if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING]) + perm |= SHADERPERMUTATION_OFFSETMAPPING; + prog = r_shadow_program_light[perm]; + qglUseProgramObjectARB(prog);CHECKGLERROR + // TODO: support fog (after renderer is converted to texture fog) + if (perm & SHADERPERMUTATION_FOG) + { + qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR + } + qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR + if (perm & SHADERPERMUTATION_SPECULAR) + { + qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR + } + qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR + qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR + if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) + { + qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR + } + if (perm & SHADERPERMUTATION_OFFSETMAPPING) + { + qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR + } + CHECKGLERROR + GL_LockArrays(0, numverts); + R_Mesh_Draw(0, numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + GL_LockArrays(0, 0); + qglUseProgramObjectARB(0); + // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering + qglBegin(GL_TRIANGLES); + qglEnd(); + CHECKGLERROR + } + else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { + if (!bumptexture) + bumptexture = r_texture_blanknormalmap; + if (!glosstexture) + glosstexture = r_texture_white; if (ambientscale) { GL_Color(1,1,1,1); - colorscale = r_shadow_lightintensityscale.value * ambientscale; + colorscale = ambientscale; // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1380,6 +1692,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_texcoord3f[2] = varray_texcoord3f[2]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight); #endif + GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2) { @@ -1396,6 +1709,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; + GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 4 && lightcubemap) { @@ -1431,6 +1745,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 3 && !lightcubemap) { @@ -1455,6 +1770,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; + GL_BlendFunc(GL_ONE, GL_ONE); } else { @@ -1481,11 +1797,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1501,26 +1817,26 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, colorscale, color2); + GL_LockArrays(0, numverts); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); - GL_LockArrays(0, 0); + R_Mesh_Draw(0, numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } if (diffusescale) { GL_Color(1,1,1,1); - colorscale = r_shadow_lightintensityscale.value * diffusescale; + colorscale = diffusescale; // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1552,11 +1868,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1572,6 +1888,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) { @@ -1590,11 +1907,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); @@ -1607,11 +1924,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1627,6 +1944,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) { @@ -1644,11 +1962,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1661,6 +1979,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); #endif + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_textureunits.integer >= 4) { @@ -1694,11 +2013,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1714,6 +2033,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else { @@ -1740,11 +2060,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); @@ -1757,11 +2077,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1777,30 +2097,28 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, colorscale, color2); + GL_LockArrays(0, numverts); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); - GL_LockArrays(0, 0); + R_Mesh_Draw(0, numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } - if (specularscale && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))) + if (specularscale && glosstexture != r_texture_black) { // FIXME: detect blendsquare! //if (gl_support_blendsquare) { - colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value * specularscale; - if (glosstexture == r_shadow_blankglosstexture) - colorscale *= r_shadow_gloss2intensity.value; + colorscale = specularscale; GL_Color(1,1,1,1); if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { @@ -1818,11 +2136,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1833,14 +2151,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); @@ -1854,11 +2172,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); @@ -1874,6 +2192,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { @@ -1891,11 +2210,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1906,14 +2225,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); @@ -1926,6 +2245,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); #endif + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else { @@ -1943,11 +2263,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1958,14 +2278,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); @@ -1987,11 +2307,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); @@ -2007,29 +2327,29 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } + R_Mesh_State(&m); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + VectorScale(lightcolor, colorscale, color2); + GL_LockArrays(0, numverts); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); + R_Mesh_Draw(0, numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + GL_LockArrays(0, 0); } - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - VectorScale(lightcolor, colorscale, color2); - GL_LockArrays(0, numverts); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - } - GL_LockArrays(0, 0); } } else { if (ambientscale) { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value * ambientscale, color2); + GL_BlendFunc(GL_ONE, GL_ONE); + VectorScale(lightcolor, ambientscale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -2058,6 +2378,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements #endif } } + if (r_textureunits.integer >= 3) + m.pointer_color = NULL; + else + m.pointer_color = varray_color4f; R_Mesh_State(&m); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -2065,22 +2389,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); if (r_textureunits.integer >= 3) - { GL_Color(color[0], color[1], color[2], 1); - m.pointer_color = NULL; - } else if (r_textureunits.integer >= 2) - { R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight); - m.pointer_color = varray_color4f; - } else - { R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight); - m.pointer_color = varray_color4f; - } GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2088,8 +2403,8 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements } if (diffusescale) { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value * diffusescale, color2); + GL_BlendFunc(GL_ONE, GL_ONE); + VectorScale(lightcolor, diffusescale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = varray_color4f; @@ -2132,7 +2447,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements else R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(0, numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2194,8 +2509,8 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i void R_RTLight_Compile(rtlight_t *rtlight) { int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces; - entity_render_t *ent = &cl_entities[0].render; - model_t *model = ent->model; + entity_render_t *ent = r_refdef.worldentity; + model_t *model = r_refdef.worldmodel; // compile the light rtlight->compiled = true; @@ -2215,21 +2530,21 @@ void R_RTLight_Compile(rtlight_t *rtlight) // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering r_shadow_compilingrtlight = rtlight; R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters); - R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); + R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; + rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); if (numclusters) { rtlight->static_numclusters = numclusters; - rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); - rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes); } if (model->DrawShadowVolume && rtlight->shadow) { rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs); rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); } if (model->DrawLight) @@ -2305,7 +2620,7 @@ void R_Shadow_UncompileWorldLights(void) void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { - int i, shadow; + int i, shadow, usestencil; entity_render_t *ent; float f; vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2; @@ -2314,10 +2629,26 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) int numclusters, numsurfaces; int *clusterlist, *surfacelist; qbyte *clusterpvs; - vec3_t cullmins, cullmaxs; + vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs; shadowmesh_t *mesh; rmeshstate_t m; + // skip lights that don't light (corona only lights) + if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01) + return; + + f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; + VectorScale(rtlight->color, f, lightcolor); + if (VectorLength2(lightcolor) < 0.01) + return; + /* + if (rtlight->selected) + { + f = 2 + sin(realtime * M_PI * 4.0); + VectorScale(lightcolor, f, lightcolor); + } + */ + // loading is done before visibility checks because loading should happen // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) @@ -2351,16 +2682,16 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) VectorCopy(rtlight->cullmins, cullmins); VectorCopy(rtlight->cullmaxs, cullmaxs); } - else if (cl.worldmodel && cl.worldmodel->GetLightInfo) + else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo) { // dynamic light, world available and can receive realtime lighting // if the light box is offscreen, skip it right away if (R_CullBox(cullmins, cullmaxs)) return; // calculate lit surfaces and clusters - R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters); - R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces); - cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters); + R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces); + r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); clusterlist = r_shadow_buffer_clusterlist; clusterpvs = r_shadow_buffer_clusterpvs; surfacelist = r_shadow_buffer_surfacelist; @@ -2381,22 +2712,16 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) if (R_Shadow_ScissorForBBox(cullmins, cullmaxs)) return; - f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f); - VectorScale(rtlight->color, f, lightcolor); - /* - if (rtlight->selected) - { - f = 2 + sin(realtime * M_PI * 4.0); - VectorScale(lightcolor, f, lightcolor); - } - */ - shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows); + usestencil = false; if (shadow && (gl_stencil || visiblevolumes)) { if (!visiblevolumes) + { R_Shadow_Stage_ShadowVolumes(); + usestencil = true; + } ent = &cl_entities[0].render; if (r_shadow_staticworldlights.integer && rtlight->compiled) { @@ -2409,17 +2734,17 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) GL_LockArrays(0, mesh->numverts); if (r_shadowstage == SHADOWSTAGE_STENCIL) { - // decrement stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; // increment stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; + // decrement stencil if frontface is behind depthbuffer + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; GL_LockArrays(0, 0); @@ -2428,7 +2753,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) else if (numsurfaces) { Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); - ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist); + ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs); } if (r_drawentities.integer) { @@ -2440,7 +2765,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs)) continue; - if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs)) + if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs)) continue; } if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume) @@ -2449,18 +2774,27 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // light emitting entities should not cast their own shadow if (VectorLength2(relativelightorigin) < 0.1) continue; - ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist); + relativelightmins[0] = relativelightorigin[0] - rtlight->radius; + relativelightmins[1] = relativelightorigin[1] - rtlight->radius; + relativelightmins[2] = relativelightorigin[2] - rtlight->radius; + relativelightmaxs[0] = relativelightorigin[0] + rtlight->radius; + relativelightmaxs[1] = relativelightorigin[1] + rtlight->radius; + relativelightmaxs[2] = relativelightorigin[2] + rtlight->radius; + ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativelightmins, relativelightmaxs); } } } if (!visiblevolumes) { - R_Shadow_Stage_Light(shadow && gl_stencil); + R_Shadow_Stage_Light(usestencil); ent = &cl_entities[0].render; if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) { + lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; + lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; + lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); @@ -2470,10 +2804,10 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { R_Mesh_Matrix(&ent->matrix); for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); + R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); } else - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist); } if (r_drawentities.integer) { @@ -2484,7 +2818,9 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // transparent meshes are deferred for later if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT) { - VectorScale(lightcolor, ent->alpha, lightcolor2); + lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; + lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; + lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); @@ -2503,7 +2839,7 @@ void R_ShadowVolumeLighting(int visiblevolumes) dlight_t *light; rmeshstate_t m; - if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) + if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); if (visiblevolumes) @@ -2597,7 +2933,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) for (i = 0;i < 6;i++) { // generate an image name based on the base and and suffix - snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); + dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) { @@ -2690,7 +3026,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve light->corona = corona; if (!cubemapname) cubemapname = ""; - strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname)); + strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname)); light->coronasizescale = coronasizescale; light->ambientscale = ambientscale; light->diffusescale = diffusescale; @@ -2792,14 +3128,14 @@ void R_Shadow_SelectLightInView(void) void R_Shadow_LoadWorldLights(void) { int n, a, style, shadow, flags; - char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; + char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH]; float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale; - if (cl.worldmodel == NULL) + if (r_refdef.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); lightsstring = FS_LoadFile(name, tempmempool, false); if (lightsstring) @@ -2825,11 +3161,11 @@ void R_Shadow_LoadWorldLights(void) } */ t = s; - while (*s && *s != '\n') + while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; - *s = 0; + tempchar = *s; shadow = true; // check for modifier flags if (*t == '!') @@ -2837,7 +3173,9 @@ void R_Shadow_LoadWorldLights(void) shadow = false; t++; } + *s = 0; a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); + *s = tempchar; if (a < 18) flags = LIGHTFLAG_REALTIMEMODE; if (a < 17) @@ -2854,7 +3192,12 @@ void R_Shadow_LoadWorldLights(void) corona = 0; if (a < 9 || !strcmp(cubemapname, "\"\"")) cubemapname[0] = 0; - *s = '\n'; + // remove quotes on cubemapname + if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"') + { + cubemapname[strlen(cubemapname)-1] = 0; + strcpy(cubemapname, cubemapname + 1); + } if (a < 8) { Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1); @@ -2863,7 +3206,10 @@ void R_Shadow_LoadWorldLights(void) VectorScale(color, r_editlights_rtlightscolorscale.value, color); radius *= r_editlights_rtlightssizescale.value; R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); - s++; + if (*s == '\r') + s++; + if (*s == '\n') + s++; n++; } if (*s) @@ -2881,12 +3227,12 @@ void R_Shadow_SaveWorldLights(void) char line[1024]; if (!r_shadow_worldlightchain) return; - if (cl.worldmodel == NULL) + if (r_refdef.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); bufchars = bufmaxchars = 0; buf = NULL; @@ -2925,14 +3271,14 @@ void R_Shadow_SaveWorldLights(void) void R_Shadow_LoadLightsFile(void) { int n, a, style; - char name[MAX_QPATH], *lightsstring, *s, *t; + char tempchar, *lightsstring, *s, *t, name[MAX_QPATH]; float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; - if (cl.worldmodel == NULL) + if (r_refdef.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); strlcat (name, ".lights", sizeof (name)); lightsstring = FS_LoadFile(name, tempmempool, false); if (lightsstring) @@ -2942,13 +3288,14 @@ void R_Shadow_LoadLightsFile(void) while (*s) { t = s; - while (*s && *s != '\n') + while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; + tempchar = *s; *s = 0; a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style); - *s = '\n'; + *s = tempchar; if (a < 14) { Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1); @@ -2958,7 +3305,10 @@ void R_Shadow_LoadLightsFile(void) radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); - s++; + if (*s == '\r') + s++; + if (*s == '\n') + s++; n++; } if (*s) @@ -2978,18 +3328,18 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; char key[256], value[1024]; - if (cl.worldmodel == NULL) + if (r_refdef.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } // try to load a .ent file first - FS_StripExtension (cl.worldmodel->name, key, sizeof (key)); + FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key)); strlcat (key, ".ent", sizeof (key)); data = entfiledata = FS_LoadFile(key, tempmempool, true); // and if that is not found, fall back to the bsp file entity string if (!data) - data = cl.worldmodel->brush.entities; + data = r_refdef.worldmodel->brush.entities; if (!data) return; for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++) @@ -3129,7 +3479,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } else if (!strcmp("style", key)) style = atoi(value); - else if (cl.worldmodel->type == mod_brushq3) + else if (r_refdef.worldmodel->type == mod_brushq3) { if (!strcmp("scale", key)) lightscale = atof(value); @@ -3228,9 +3578,9 @@ void R_Shadow_EditLights_Clear_f(void) void R_Shadow_EditLights_Reload_f(void) { - if (!cl.worldmodel) + if (!r_refdef.worldmodel) return; - strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname)); + strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname)); R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLights(); if (r_shadow_worldlightchain == NULL) @@ -3243,7 +3593,7 @@ void R_Shadow_EditLights_Reload_f(void) void R_Shadow_EditLights_Save_f(void) { - if (!cl.worldmodel) + if (!r_refdef.worldmodel) return; R_Shadow_SaveWorldLights(); } @@ -3612,7 +3962,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; -} +} void R_Shadow_EditLights_ToggleShadow_f(void) {