X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=ad8d9b29c9199dbd7727f36011a0301096797819;hp=9575f9c785c8ed8d23a7ff5146ad1661325efdb2;hb=d3f6ae02b40d9992e442ec0e1b07b8037bdcc27b;hpb=0e38741a94d0a28e659fb3a87eaa7c9464f5cb8d diff --git a/r_shadow.c b/r_shadow.c index 9575f9c7..ad8d9b29 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -193,10 +193,10 @@ cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scal 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"}; -cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; -cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; -cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; +cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"}; +cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"}; +cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"}; +cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; @@ -670,9 +670,10 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -void R_Shadow_EnlargeClusterBuffer(int numclusters) +void R_Shadow_EnlargeClusterSurfaceBuffer(int numclusters, int numsurfaces) { int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255; + int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes) { if (r_shadow_buffer_clusterpvs) @@ -683,11 +684,6 @@ void R_Shadow_EnlargeClusterBuffer(int numclusters) 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) @@ -1552,16 +1548,19 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale) +void R_Shadow_RenderLighting(int firstvertex, int numvertices, 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 *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale) { int renders; float color[3], color2[3], colorscale; rmeshstate_t m; - // FIXME: support EF_NODEPTHTEST - GL_DepthMask(false); - GL_DepthTest(true); if (!bumptexture) bumptexture = r_texture_blanknormalmap; + if (!lightcolorbase) + lightcolorbase = vec3_origin; + if (!lightcolorpants) + lightcolorpants = vec3_origin; + if (!lightcolorshirt) + lightcolorshirt = vec3_origin; specularscale *= r_shadow_glossintensity.value; if (!glosstexture) { @@ -1580,8 +1579,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements specularscale = 0; if (!lightcubemap) lightcubemap = r_shadow_blankwhitecubetexture; - if (ambientscale + diffusescale + specularscale < 0.01) + if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001) return; + // FIXME: support EF_NODEPTHTEST + GL_DepthMask(false); + GL_DepthTest(true); if (r_shadow_glsl.integer && r_shadow_program_light[0]) { unsigned int perm, prog; @@ -1629,7 +1631,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) { @@ -1641,10 +1643,27 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR } CHECKGLERROR - GL_LockArrays(0, numverts); - R_Mesh_Draw(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + // TODO: add direct pants/shirt rendering + if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001) + { + R_Mesh_TexBind(1, R_GetTexture(pantstexture)); + qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + { + R_Mesh_TexBind(1, R_GetTexture(shirttexture)); + qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR + R_Mesh_Draw(firstvertex, numvertices, 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 @@ -1654,6 +1673,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements } else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { + // TODO: add direct pants/shirt rendering + if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale); + if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale); if (!bumptexture) bumptexture = r_texture_blanknormalmap; if (!glosstexture) @@ -1680,7 +1704,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; @@ -1690,7 +1714,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[2] = *matrix_modeltolight; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1705,7 +1729,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; @@ -1722,7 +1746,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1730,7 +1754,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; @@ -1742,7 +1766,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[3] = *matrix_modeltolight; #else m.pointer_texcoord3f[3] = varray_texcoord3f[3]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_ONE, GL_ONE); @@ -1758,7 +1782,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1766,7 +1790,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; @@ -1783,7 +1807,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1791,13 +1815,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1814,7 +1838,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1822,12 +1846,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // this final code is shared 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); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(firstvertex, numvertices); 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); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -1855,20 +1879,20 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1885,7 +1909,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1901,13 +1925,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1920,11 +1944,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1941,7 +1965,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1957,12 +1981,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1977,7 +2001,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -1992,14 +2016,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2007,13 +2031,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2030,7 +2054,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2046,7 +2070,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2054,13 +2078,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2073,11 +2097,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2094,7 +2118,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2102,12 +2126,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // this final code is shared 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); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(firstvertex, numvertices); 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); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -2130,13 +2154,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2144,17 +2168,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // 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(0, numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(0, numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2167,12 +2191,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2189,7 +2213,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2204,13 +2228,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2218,17 +2242,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // 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(0, numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(0, numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2243,7 +2267,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2257,13 +2281,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2271,17 +2295,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // 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(0, numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(0, numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2294,7 +2318,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2302,12 +2326,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(0, numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2324,19 +2348,19 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(firstvertex, numvertices); 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); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -2346,10 +2370,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements } else { + // TODO: add direct pants/shirt rendering + if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale); + if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale); if (ambientscale) { GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolor, ambientscale, color2); + VectorScale(lightcolorbase, ambientscale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -2363,7 +2392,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif if (r_textureunits.integer >= 3) { @@ -2374,7 +2403,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif } } @@ -2391,11 +2420,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements if (r_textureunits.integer >= 3) GL_Color(color[0], color[1], color[2], 1); else if (r_textureunits.integer >= 2) - R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight); + R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight); else - R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight); - GL_LockArrays(0, numverts); - R_Mesh_Draw(0, numverts, numtriangles, elements); + R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2404,7 +2433,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements if (diffusescale) { GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolor, diffusescale, color2); + VectorScale(lightcolorbase, diffusescale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = varray_color4f; @@ -2419,7 +2448,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif if (r_textureunits.integer >= 3) { @@ -2430,7 +2459,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif } } @@ -2441,13 +2470,13 @@ 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) - R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight); + R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); else if (r_textureunits.integer >= 2) - R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); + R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); else - R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); - GL_LockArrays(0, numverts); - R_Mesh_Draw(0, numverts, numtriangles, elements); + R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2529,8 +2558,7 @@ 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_EnlargeClusterSurfaceBuffer(model->brush.num_pvsclusters, 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); @@ -2689,9 +2717,8 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) if (R_CullBox(cullmins, cullmaxs)) return; // calculate lit surfaces and clusters - 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); + R_Shadow_EnlargeClusterSurfaceBuffer(r_refdef.worldmodel->brush.num_pvsclusters, r_refdef.worldmodel->nummodelsurfaces); + r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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; @@ -2722,7 +2749,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) R_Shadow_Stage_ShadowVolumes(); usestencil = true; } - ent = &cl_entities[0].render; + ent = r_refdef.worldentity; if (r_shadow_staticworldlights.integer && rtlight->compiled) { memset(&m, 0, sizeof(m)); @@ -2789,7 +2816,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { R_Shadow_Stage_Light(usestencil); - ent = &cl_entities[0].render; + ent = r_refdef.worldentity; if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) { lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; @@ -2804,7 +2831,7 @@ 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, lightcolor2, &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(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); } else ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist); @@ -3093,7 +3120,7 @@ void R_Shadow_DrawLightSprites(void) for (i = 0;i < 5;i++) { lighttextures[i] = NULL; - if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)))) + if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true))) lighttextures[i] = pic->tex; } @@ -3248,7 +3275,7 @@ void R_Shadow_SaveWorldLights(void) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; - buf = Mem_Alloc(r_shadow_mempool, bufmaxchars); + buf = Mem_Alloc(tempmempool, bufmaxchars); if (oldbuf) { if (bufchars)