X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=ac7d08c18d4b9723dad0062a91943b7e0bcbf2fd;hp=55a8d771a88fd49bdaf0804235cff325931ec17b;hb=1e1dbc1c5b89ae4ab8cdd9b32dc6413c67f5dd84;hpb=eab50b35822052aad2a31fece513583600e5941f diff --git a/r_shadow.c b/r_shadow.c index 55a8d771..ac7d08c1 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -143,6 +143,14 @@ int *vertexupdate; int *vertexremap; int vertexupdatenum; +int r_shadow_buffer_numclusterpvsbytes; +qbyte *r_shadow_buffer_clusterpvs; +int *r_shadow_buffer_clusterlist; + +int r_shadow_buffer_numsurfacepvsbytes; +qbyte *r_shadow_buffer_surfacepvs; +int *r_shadow_buffer_surfacelist; + rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_normalcubetexture; rtexture_t *r_shadow_attenuation2dtexture; @@ -171,12 +179,11 @@ cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"}; cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"}; cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"}; -cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"}; cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; @@ -206,6 +213,12 @@ void r_shadow_start(void) shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; + r_shadow_buffer_numclusterpvsbytes = 0; + r_shadow_buffer_clusterpvs = NULL; + r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numsurfacepvsbytes = 0; + r_shadow_buffer_surfacepvs = NULL; + r_shadow_buffer_surfacelist = NULL; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -241,6 +254,12 @@ void r_shadow_shutdown(void) shadowmark = NULL; shadowmarklist = NULL; shadowmarkcount = 0; + r_shadow_buffer_numclusterpvsbytes = 0; + r_shadow_buffer_clusterpvs = NULL; + r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numsurfacepvsbytes = 0; + r_shadow_buffer_surfacepvs = NULL; + r_shadow_buffer_surfacelist = NULL; Mem_FreePool(&r_shadow_mempool); } @@ -306,7 +325,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); Cvar_RegisterVariable(&r_shadow_worldshadows); Cvar_RegisterVariable(&r_shadow_dlightshadows); - Cvar_RegisterVariable(&r_shadow_showtris); Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_shadow_cull); Cvar_RegisterVariable(&gl_ext_stenciltwoside); @@ -334,8 +352,8 @@ matrix4x4_t matrix_attenuationz = { { {0.0, 0.0, 0.5, 0.5}, - {0.0, 0.0, 0.0, 0.0}, - {0.0, 0.0, 0.0, 0.0}, + {0.0, 0.0, 0.0, 0.5}, + {0.0, 0.0, 0.0, 0.5}, {0.0, 0.0, 0.0, 1.0} } }; @@ -353,6 +371,36 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } +void R_Shadow_EnlargeClusterBuffer(int numclusters) +{ + int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255; + if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes) + { + if (r_shadow_buffer_clusterpvs) + Mem_Free(r_shadow_buffer_clusterpvs); + if (r_shadow_buffer_clusterlist) + Mem_Free(r_shadow_buffer_clusterlist); + r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes; + r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes); + r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist)); + } +} + +void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces) +{ + int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; + if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) + { + if (r_shadow_buffer_surfacepvs) + Mem_Free(r_shadow_buffer_surfacepvs); + if (r_shadow_buffer_surfacelist) + Mem_Free(r_shadow_buffer_surfacelist); + r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; + r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); + r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); + } +} + void R_Shadow_PrepareShadowMark(int numtris) { // make sure shadowmark is big enough for this volume @@ -541,51 +589,32 @@ void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) { rmeshstate_t m; + if (r_shadow_compilingrtlight) + { + // if we're compiling an rtlight, capture the mesh + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); + return; + } memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); + GL_LockArrays(0, numvertices); 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(numvertices, numtriangles, element3i); - c_rt_shadowmeshes++; - c_rt_shadowtris += 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(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); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; -} - -void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) -{ - shadowmesh_t *mesh; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - for (mesh = firstmesh;mesh;mesh = mesh->next) - { - m.pointer_vertex = mesh->vertex3f; - R_Mesh_State(&m); - 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(mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; - } + GL_LockArrays(0, 0); } float r_shadow_attenpower, r_shadow_attenscale; @@ -737,9 +766,9 @@ void R_Shadow_Stage_Begin(void) GL_DepthMask(false); GL_DepthTest(true); R_Mesh_State(&m); - GL_ColorPointer(NULL); GL_Color(0, 0, 0, 1); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglEnable(GL_CULL_FACE); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); r_shadowstage = SHADOWSTAGE_NONE; @@ -769,7 +798,6 @@ void R_Shadow_Stage_ShadowVolumes(void) rmeshstate_t m; memset(&m, 0, sizeof(m)); R_Mesh_State(&m); - GL_ColorPointer(NULL); GL_Color(1, 1, 1, 1); GL_ColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -790,18 +818,21 @@ void R_Shadow_Stage_ShadowVolumes(void) if (gl_ext_stenciltwoside.integer) { r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE; + qglDisable(GL_CULL_FACE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); - qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces - qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces + qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces qglStencilMask(~0); qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces + qglStencilMask(~0); + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } else { r_shadowstage = SHADOWSTAGE_STENCIL; + qglEnable(GL_CULL_FACE); qglStencilMask(~0); + // this is changed by every shadow render so its value here is unimportant qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } GL_Clear(GL_STENCIL_BUFFER_BIT); @@ -825,17 +856,17 @@ void R_Shadow_Stage_LightWithoutShadows(void) GL_DepthTest(true); qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); - GL_ColorPointer(NULL); GL_Color(1, 1, 1, 1); GL_ColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglEnable(GL_CULL_FACE); qglDisable(GL_STENCIL_TEST); if (gl_support_stenciltwoside) qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglStencilMask(~0); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - qglStencilFunc(GL_EQUAL, 128, 0xFF); + qglStencilFunc(GL_EQUAL, 128, ~0); r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -850,7 +881,6 @@ void R_Shadow_Stage_LightWithShadows(void) GL_DepthTest(true); qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); - GL_ColorPointer(NULL); GL_Color(1, 1, 1, 1); GL_ColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); @@ -862,7 +892,7 @@ void R_Shadow_Stage_LightWithShadows(void) qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, 0xFF); + qglStencilFunc(GL_EQUAL, 128, ~0); r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -877,7 +907,6 @@ void R_Shadow_Stage_End(void) GL_DepthTest(true); qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); - GL_ColorPointer(NULL); GL_Color(1, 1, 1, 1); GL_ColorMask(1, 1, 1, 1); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); @@ -888,7 +917,7 @@ void R_Shadow_Stage_End(void) if (gl_support_stenciltwoside) qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglStencilMask(~0); - qglStencilFunc(GL_ALWAYS, 128, 0xFF); + qglStencilFunc(GL_ALWAYS, 128, ~0); r_shadowstage = SHADOWSTAGE_NONE; } @@ -901,9 +930,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) if (!r_shadow_scissor.integer) return false; // if view is inside the box, just say yes it's visible - // LordHavoc: for some odd reason scissor seems broken without stencil - // (?!? seems like a driver bug) so abort if gl_stencil is false - if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) + if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) { GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return false; @@ -1065,7 +1092,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) +static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dist, dot, intensity, v[3], n[3]; @@ -1078,7 +1105,8 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n if ((dot = DotProduct(n, v)) > 0) { dist = sqrt(dist); - intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n)); + intensity = dot / (VectorLength(v) * VectorLength(n)); + intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } @@ -1096,7 +1124,7 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n } } -void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) +static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dist, dot, intensity, v[3], n[3]; @@ -1108,7 +1136,8 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float * Matrix4x4_Transform3x3(m, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { - intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n)); + intensity = dot / (VectorLength(v) * VectorLength(n)); + intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } @@ -1126,9 +1155,33 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float * } } -// FIXME: this should be done in a vertex program when possible +static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) +{ + float *color4f = varray_color4f; + float dot, intensity, v[3], n[3]; + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + { + Matrix4x4_Transform(m, vertex3f, v); + Matrix4x4_Transform3x3(m, normal3f, n); + if ((dot = DotProduct(n, v)) > 0) + { + intensity = dot / (VectorLength(v) * VectorLength(n)); + VectorScale(lightcolor, intensity, color4f); + color4f[3] = 1; + } + else + { + VectorClear(color4f); + color4f[3] = 1; + } + } +} + +#define USETEXMATRIX 1 +#ifndef USETEXMATRIX +// FIXME: this should be done in a texture matrix or vertex program when possible // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE -void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) +static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) { do { @@ -1141,7 +1194,7 @@ void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const flo while (--numverts); } -void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) +static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) { do { @@ -1152,8 +1205,9 @@ void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const flo } while (--numverts); } +#endif -void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) +static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) { int i; float lightdir[3]; @@ -1167,7 +1221,7 @@ void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, con } } -void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) +static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) { int i; float lightdir[3], eyedir[3], halfdir[3]; @@ -1185,524 +1239,576 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co } } -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) +void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting) { int renders; - float color[3], color2[3]; + float color[3], color2[3], colorscale; rmeshstate_t m; + if (!bumptexture) + bumptexture = r_shadow_blankbumptexture; + if (!glosstexture) + glosstexture = r_shadow_blankglosstexture; + GL_DepthMask(false); + GL_DepthTest(true); if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - GL_ColorPointer(NULL); - GL_Color(1,1,1,1); - // colorscale accounts for how much we multiply the brightness during combine - // mult is how many times the final pass of the lighting will be - // performed to get more brightness than otherwise possible - // limit mult to 64 for sanity sake - if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) + if (lighting & LIGHTING_DIFFUSE) { - // 3/2 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - m.pointer_texcoord[2] = varray_texcoord3f[2]; - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) - { - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); - } - R_Mesh_State(&m); - GL_ColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + GL_Color(1,1,1,1); + colorscale = r_shadow_lightintensityscale.value; + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 3/2 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[2] = vertex3f; + m.texmatrix[2] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[2] = varray_texcoord3f[2]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } } - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) - { - // 1/2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord[0] = varray_texcoord3f[0]; - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) { - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); - } - R_Mesh_State(&m); - GL_ColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 1/2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - } - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) - { - // 2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State(&m); - GL_ColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(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); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } } - } - else if (r_textureunits.integer >= 4) - { - // 4/2 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - m.pointer_texcoord[2] = varray_texcoord2f[2]; - m.pointer_texcoord[3] = varray_texcoord2f[3]; - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) - { - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); - } - R_Mesh_State(&m); - GL_ColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif } - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord[0] = varray_texcoord2f[0]; - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + else if (r_textureunits.integer >= 4) { - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); - } - R_Mesh_State(&m); - GL_ColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 4/2 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[2] = vertex3f; + m.texmatrix[2] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[3] = vertex3f; + m.texmatrix[3] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[3] = varray_texcoord2f[3]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } } - } - } - else - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_textureunits.integer >= 2) - { - // voodoo2 - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); - } - 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]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - if (r_textureunits.integer >= 2) - R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight); else - R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - } - } -} - -void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) -{ - int renders; - float color[3], color2[3], colorscale; - rmeshstate_t m; - if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil) - return; - if (!glosstexture) - glosstexture = r_shadow_blankglosstexture; - if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)) - { - colorscale = r_shadow_glossintensity.value; - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - if (glosstexture == r_shadow_blankglosstexture) - colorscale *= r_shadow_gloss2intensity.value; - GL_ColorPointer(NULL); - GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! - { - // 2/0/0/1/2 3D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord[0] = varray_texcoord3f[0]; - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - if (lightcubemap) { - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(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); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } } - m.pointer_texcoord[0] = texcoord2f; + // this final code is shared R_Mesh_State(&m); GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + 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); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))) { - // 2/0/0/2 3D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; + // FIXME: detect blendsquare! + //if (gl_support_blendsquare) + { + colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value; + if (glosstexture == r_shadow_blankglosstexture) + colorscale *= r_shadow_gloss2intensity.value; + GL_Color(1,1,1,1); + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/1/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(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); +#if USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(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); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(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); + m.pointer_texcoord[0] = texcoord2f; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + } + else + { + // 2/0/0/2/2 2D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(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); +#if USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(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); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } + } + } R_Mesh_State(&m); GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); 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]--) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + 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 (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + } + else + { + if (lighting & LIGHTING_DIFFUSE) { - // 2/0/0/2/2 2D combine blendsquare path + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord[0] = varray_texcoord2f[0]; - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - if (lightcubemap) + if (r_textureunits.integer >= 2) { - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + // voodoo2 + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + if (r_textureunits.integer >= 3) + { + // Geforce3/Radeon class but not using dot3 + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); +#if USETEXMATRIX + m.pointer_texcoord3f[2] = vertex3f; + m.texmatrix[2] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + } } - m.pointer_texcoord[0] = texcoord2f; R_Mesh_State(&m); - GL_ColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + if (r_textureunits.integer >= 3) + R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight); + else if (r_textureunits.integer >= 2) + R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); + else + R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -1720,14 +1826,14 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i VectorCopy(light->origin, rtlight->shadoworigin); VectorCopy(light->color, rtlight->color); rtlight->radius = light->radius; - rtlight->cullradius = rtlight->radius; - rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius; - rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius; - rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius; - rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius; - rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius; - rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius; - rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius; + //rtlight->cullradius = rtlight->radius; + //rtlight->cullradius2 = rtlight->radius * rtlight->radius; + rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; + rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; + rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; + rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; + rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; + rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; rtlight->cubemapname[0] = 0; if (light->cubemapname[0]) strcpy(rtlight->cubemapname, light->cubemapname); @@ -1749,257 +1855,95 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f); rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius; - VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light); + VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light); rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2; } +rtlight_t *r_shadow_compilingrtlight; + // compiles rtlight geometry // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int i, j, k, l, maxverts = 256, tris; - float *vertex3f = NULL, mins[3], maxs[3]; - shadowmesh_t *mesh, *castmesh = NULL; - int lightpvsbytes; - qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8]; - qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8]; + int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces; + entity_render_t *ent = &cl_entities[0].render; + model_t *model = ent->model; // compile the light rtlight->compiled = true; - VectorCopy(rtlight->cullmins, mins); - VectorCopy(rtlight->cullmaxs, maxs); - if (rtlight->shadow) - castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); - if (cl.worldmodel) - { - lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs)); - memset(lightpvs, 0, lightpvsbytes); - if (cl.worldmodel->brushq3.num_leafs) + rtlight->static_numclusters = 0; + rtlight->static_numclusterpvsbytes = 0; + rtlight->static_clusterlist = NULL; + rtlight->static_clusterpvs = NULL; + rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; + rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; + rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; + rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; + rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; + rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; + + if (model && model->GetLightInfo) + { + // 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->numsurfaces); + 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); + if (numclusters) { - q3mleaf_t *leaf; - q3mface_t *face; - - // make a pvs that only includes things within the box - for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++) - if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) - SETPVSBIT(lightpvs, leaf->clusterindex); - - // make a cluster list for fast visibility checking during rendering - for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) - if (CHECKPVSBIT(lightpvs, i)) - rtlight->static_numclusters++; - rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int)); - for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) - if (CHECKPVSBIT(lightpvs, i)) - rtlight->static_clusterindices[rtlight->static_numclusters++] = i; - - VectorCopy(rtlight->shadoworigin, rtlight->cullmins); - VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs); - for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) - face->lighttemp_castshadow = false; - for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++) - { - if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) - { - for (k = 0;k < 3;k++) - { - if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k]; - if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k]; - } - for (j = 0;j < leaf->numleaffaces;j++) - { - face = leaf->firstleafface[j]; - if (BoxesOverlap(face->mins, face->maxs, mins, maxs)) - face->lighttemp_castshadow = true; - } - } - } - - // add surfaces to shadow casting mesh and light mesh - for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) - { - if (face->lighttemp_castshadow) - { - face->lighttemp_castshadow = false; - if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY))) - { - if (rtlight->shadow) - if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i); - if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i); - } - } - } + 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); } - else if (cl.worldmodel->brushq1.num_leafs) + if (model->DrawShadowVolume && rtlight->shadow) { - mleaf_t *leaf; - msurface_t *surf; - VectorCopy(rtlight->shadoworigin, rtlight->cullmins); - VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs); - i = CL_PointQ1Contents(rtlight->shadoworigin); - - for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) - surf->lighttemp_castshadow = false; - - if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY) - { - qbyte *byteleafpvs; - qbyte *bytesurfacepvs; - - byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs); - bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces); - - Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs); - - // make a pvs that only includes things within the box - for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) - { - if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) - { - SETPVSBIT(lightpvs, leaf->clusterindex); - for (k = 0;k < 3;k++) - { - if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k]; - if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k]; - } - } - } - - for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++) - if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs)) - surf->lighttemp_castshadow = true; - - Mem_Free(byteleafpvs); - Mem_Free(bytesurfacepvs); - - // make a cluster list for fast visibility checking during rendering - for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) - if (CHECKPVSBIT(lightpvs, i)) - rtlight->static_numclusters++; - rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int)); - for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) - if (CHECKPVSBIT(lightpvs, i)) - rtlight->static_clusterindices[rtlight->static_numclusters++] = i; - } - else - { - for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) - { - if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) - { - // make a pvs that only includes things within the box - SETPVSBIT(lightpvs, leaf->clusterindex); - for (k = 0;k < 3;k++) - { - if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k]; - if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k]; - } - for (j = 0;j < leaf->nummarksurfaces;j++) - { - surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j]; - if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs)) - surf->lighttemp_castshadow = true; - } - } - } - - // make a pvs that only includes things within the box - for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) - if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) - SETPVSBIT(lightpvs, leaf->clusterindex); - - // make a cluster list for fast visibility checking during rendering - for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) - if (CHECKPVSBIT(lightpvs, i)) - rtlight->static_numclusters++; - rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int)); - for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) - if (CHECKPVSBIT(lightpvs, i)) - rtlight->static_clusterindices[rtlight->static_numclusters++] = i; - } - - // add surfaces to shadow casting mesh and light mesh - for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) - { - if (surf->lighttemp_castshadow) - { - surf->lighttemp_castshadow = false; - if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i); - if (!(surf->flags & SURF_DRAWSKY)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } + 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); + rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); } + if (model->DrawLight) + { + rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); + model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, numsurfaces, r_shadow_buffer_surfacelist); + rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false); + } + // switch back to rendering when DrawShadowVolume or DrawLight is called + r_shadow_compilingrtlight = NULL; } - // limit box to light bounds (in case it grew larger) - for (k = 0;k < 3;k++) - { - if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius; - if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius; - } - rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); - rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); - // cast shadow volume from castmesh - castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true); - if (castmesh) + // use smallest available cullradius - box radius or light radius + //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); + //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); + + shadowmeshes = 0; + shadowtris = 0; + if (rtlight->static_meshchain_shadow) { - maxverts = 0; - for (mesh = castmesh;mesh;mesh = mesh->next) + shadowmesh_t *mesh; + for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { - R_Shadow_ResizeShadowElements(mesh->numtriangles); - maxverts = max(maxverts, mesh->numverts * 2); + shadowmeshes++; + shadowtris += mesh->numtriangles; } + } - if (maxverts > 0) + lightmeshes = 0; + lighttris = 0; + if (rtlight->static_meshchain_light) + { + shadowmesh_t *mesh; + for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) { - vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3])); - // now that we have the buffers big enough, construct and add - // the shadow volume mesh - if (rtlight->shadow) - rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - for (mesh = castmesh;mesh;mesh = mesh->next) - { - Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles); - R_Shadow_PrepareShadowMark(mesh->numtriangles); - for (i = 0;i < mesh->numtriangles;i++) - { - const float *v[3]; - v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3; - v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3; - v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3; - if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = i; - } - if (maxshadowelements < numshadowmark * 24) - R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24); - if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist))) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); - } - Mem_Free(vertex3f); - vertex3f = NULL; + lightmeshes++; + lighttris += mesh->numtriangles; } - // we're done with castmesh now - Mod_ShadowMesh_Free(castmesh); } - rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); - rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false); - - k = 0; - if (rtlight->static_meshchain_shadow) - for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) - k += mesh->numtriangles; - l = 0; - if (rtlight->static_meshchain_light) - for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - l += mesh->numtriangles; - Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l); + Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -2012,27 +1956,20 @@ void R_RTLight_Uncompile(rtlight_t *rtlight) if (rtlight->static_meshchain_light) Mod_ShadowMesh_Free(rtlight->static_meshchain_light); rtlight->static_meshchain_light = NULL; - if (rtlight->static_clusterindices) - Mem_Free(rtlight->static_clusterindices); - rtlight->static_clusterindices = NULL; + if (rtlight->static_clusterlist) + Mem_Free(rtlight->static_clusterlist); + rtlight->static_clusterlist = NULL; + if (rtlight->static_clusterpvs) + Mem_Free(rtlight->static_clusterpvs); + rtlight->static_clusterpvs = NULL; rtlight->static_numclusters = 0; + rtlight->static_numclusterpvsbytes = 0; rtlight->compiled = false; } } int shadowframecount = 0; -void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs) -{ - // rough checks - if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume) - { - vec3_t relativeshadoworigin; - Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin); - ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius); - } -} - void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) @@ -2043,27 +1980,60 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) vec3_t relativelightorigin, relativeeyeorigin, lightcolor; rtexture_t *cubemaptexture; matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; + int numclusters, numsurfaces; + int *clusterlist, *surfacelist; + qbyte *clusterpvs; + vec3_t cullmins, cullmaxs; + shadowmesh_t *mesh; + rmeshstate_t m; if (d_lightstylevalue[rtlight->style] <= 0) return; - if (rtlight->compiled) - { - if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) - return; - for (i = 0;i < rtlight->static_numclusters;i++) - if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i])) + cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; + cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; + cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; + cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; + cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; + cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; + if (R_CullBox(cullmins, cullmaxs)) + return; + if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer) + R_RTLight_Compile(rtlight); + numclusters = 0; + clusterlist = NULL; + clusterpvs = NULL; + numsurfaces = 0; + surfacelist = NULL; + if (rtlight->compiled && r_shadow_staticworldlights.integer) + { + numclusters = rtlight->static_numclusters; + clusterlist = rtlight->static_clusterlist; + clusterpvs = rtlight->static_clusterpvs; + VectorCopy(rtlight->cullmins, cullmins); + VectorCopy(rtlight->cullmaxs, cullmaxs); + } + else if (cl.worldmodel && cl.worldmodel->GetLightInfo) + { + R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters); + R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->numsurfaces); + 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); + clusterlist = r_shadow_buffer_clusterlist; + clusterpvs = r_shadow_buffer_clusterpvs; + surfacelist = r_shadow_buffer_surfacelist; + } + if (numclusters) + { + for (i = 0;i < numclusters;i++) + if (CHECKPVSBIT(r_pvsbits, clusterlist[i])) break; - if (i == rtlight->static_numclusters) + if (i == numclusters) return; } - else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs)) + if (R_CullBox(cullmins, cullmaxs)) return; - if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs)) + if (R_Shadow_ScissorForBBox(cullmins, cullmaxs)) return; - if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer) - R_RTLight_Compile(rtlight); - f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f); VectorScale(rtlight->color, f, lightcolor); /* @@ -2087,44 +2057,58 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) ent = &cl_entities[0].render; if (r_shadow_staticworldlights.integer && rtlight->compiled) { + memset(&m, 0, sizeof(m)); R_Mesh_Matrix(&ent->matrix); - if (r_shadow_showtris.integer) + for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { - shadowmesh_t *mesh; - rmeshstate_t m; - int depthenabled = qglIsEnabled(GL_DEPTH_TEST); - int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); - qglDisable(GL_DEPTH_TEST); - qglDisable(GL_STENCIL_TEST); - //qglDisable(GL_CULL_FACE); - GL_ColorMask(1,1,1,1); - GL_ColorPointer(NULL); - GL_Color(0,0.1,0,1); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - memset(&m, 0, sizeof(m)); - for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) + m.pointer_vertex = mesh->vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, mesh->numverts); + if (r_shadowstage == SHADOWSTAGE_STENCIL) { - m.pointer_vertex = mesh->vertex3f; - R_Mesh_State(&m); - R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); - } - //qglEnable(GL_CULL_FACE); - if (depthenabled) - qglEnable(GL_DEPTH_TEST); - if (stencilenabled) - { - qglEnable(GL_STENCIL_TEST); - GL_ColorMask(0,0,0,0); + // 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(mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; + GL_LockArrays(0, 0); } - R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow); } else - R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs); + { + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); + ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist); + } if (r_drawentities.integer) + { for (i = 0;i < r_refdef.numentities;i++) - if (r_refdef.entities[i]->flags & RENDER_SHADOW) - R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs); + { + ent = r_refdef.entities[i]; + // rough checks + if (r_shadow_cull.integer) + { + 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)) + continue; + } + if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume) + continue; + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); + // light emitting entities should not cast their own shadow + if (VectorLength2(relativelightorigin) < 0.1) + continue; + ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->numsurfaces, ent->model->surfacelist); + } + } } if (!visiblevolumes) @@ -2144,57 +2128,26 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); if (r_shadow_staticworldlights.integer && rtlight->compiled) { - //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); - shadowmesh_t *mesh; R_Mesh_Matrix(&ent->matrix); - if (r_shadow_showtris.integer) - { - rmeshstate_t m; - int depthenabled = qglIsEnabled(GL_DEPTH_TEST); - int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); - qglDisable(GL_DEPTH_TEST); - qglDisable(GL_STENCIL_TEST); - //qglDisable(GL_CULL_FACE); - memset(&m, 0, sizeof(m)); - GL_ColorPointer(NULL); - GL_Color(0.2,0,0,1); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - { - m.pointer_vertex = mesh->vertex3f; - R_Mesh_State(&m); - R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); - } - //qglEnable(GL_CULL_FACE); - if (depthenabled) - qglEnable(GL_DEPTH_TEST); - if (stencilenabled) - qglEnable(GL_STENCIL_TEST); - } for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - { - R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture); - R_Shadow_SpecularLighting(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_specular, mesh->map_normal, cubemaptexture); - } + 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, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } else - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist); } if (r_drawentities.integer) { for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight - && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs) - && (ent->flags & RENDER_LIGHT)) + if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) { Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->numsurfaces, ent->model->surfacelist); } } } @@ -2216,7 +2169,6 @@ void R_ShadowVolumeLighting(int visiblevolumes) GL_DepthMask(false); GL_DepthTest(r_shadow_visiblevolumes.integer < 2); qglDisable(GL_CULL_FACE); - GL_ColorPointer(NULL); GL_Color(0.0, 0.0125, 0.1, 1); } else @@ -2516,7 +2468,7 @@ void R_Shadow_LoadWorldLights(void) } FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); - lightsstring = FS_LoadFile(name, false); + lightsstring = FS_LoadFile(name, tempmempool, false); if (lightsstring) { s = lightsstring; @@ -2634,7 +2586,7 @@ void R_Shadow_LoadLightsFile(void) } FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".lights", sizeof (name)); - lightsstring = FS_LoadFile(name, false); + lightsstring = FS_LoadFile(name, tempmempool, false); if (lightsstring) { s = lightsstring;