X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=ca621cca86598221d83ed6ee520361a0a98037cd;hp=10829c40863e3cb7b31f6f6409d546ee672b29a5;hb=af0dcabc0e2b5e187cc9182015b612d5ae4efb0b;hpb=0c81f12508142c6668ac99733d6077659242e3e2 diff --git a/r_shadow.c b/r_shadow.c index 10829c40..ca621cca 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -29,7 +29,7 @@ shadows do not lie. Terminology: Stencil Light Volume (sometimes called Light Volumes) Similar to a Stencil Shadow Volume, but inverted; rather than containing the -areas in shadow it contanis the areas in light, this can only be built +areas in shadow it contains the areas in light, this can only be built quickly for certain limited cases (such as portal visibility from a point), but is quite useful for some effects (sunlight coming from sky polygons is one possible example, translucent occluders is another example). @@ -119,12 +119,20 @@ the (currently upcoming) game Doom3. extern void R_Shadow_EditLights_Init(void); -#define SHADOWSTAGE_NONE 0 -#define SHADOWSTAGE_STENCIL 1 -#define SHADOWSTAGE_LIGHT 2 -#define SHADOWSTAGE_STENCILTWOSIDE 3 +typedef enum r_shadowstage_e +{ + R_SHADOWSTAGE_NONE, + R_SHADOWSTAGE_STENCIL, + R_SHADOWSTAGE_STENCILTWOSIDE, + R_SHADOWSTAGE_LIGHT_VERTEX, + R_SHADOWSTAGE_LIGHT_DOT3, + R_SHADOWSTAGE_LIGHT_GLSL, + R_SHADOWSTAGE_VISIBLEVOLUMES, + R_SHADOWSTAGE_VISIBLELIGHTING, +} +r_shadowstage_t; -int r_shadowstage = SHADOWSTAGE_NONE; +r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE; mempool_t *r_shadow_mempool; @@ -142,23 +150,17 @@ 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_numleafpvsbytes; +qbyte *r_shadow_buffer_leafpvs; +int *r_shadow_buffer_leaflist; 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; rtexture_t *r_shadow_attenuation3dtexture; -rtexture_t *r_shadow_blankbumptexture; -rtexture_t *r_shadow_blankglosstexture; -rtexture_t *r_shadow_blankwhitetexture; -rtexture_t *r_shadow_blankwhitecubetexture; -rtexture_t *r_shadow_blankblacktexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -168,7 +170,6 @@ rtexturepool_t *r_shadow_filters_texturepool; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; -cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"}; cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"}; @@ -179,28 +180,32 @@ cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"}; cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"}; -cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"}; +cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"}; +cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"}; cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"}; cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"}; cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"}; +cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"}; +cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"}; +cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"}; cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"}; cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; -cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; +cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"}; cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"}; cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"}; -cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"}; -cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"}; +cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"}; +cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; cvar_t r_editlights = {0, "r_editlights", "0"}; -cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; -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"}; @@ -277,15 +282,15 @@ const char *builtinshader_light_vert = " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" " // transform unnormalized eye direction into tangent space\n" " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" +" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" @@ -346,7 +351,7 @@ const char *builtinshader_light_frag = " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" -" float colorscale = clamp(1.0 - dot(CubeVector, CubeVector), 0.0, 1.0);\n" +" float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" @@ -354,11 +359,11 @@ const char *builtinshader_light_frag = "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-1, 1);\n" +" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n" +" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" " vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" -" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" @@ -371,9 +376,9 @@ const char *builtinshader_light_frag = "\n" " // calculate shading\n" " vec3 diffusenormal = normalize(LightVector);\n" -" vec3 color = colortexel * (AmbientScale + DiffuseScale * clamp(dot(surfacenormal, diffusenormal), 0.0, 1.0));\n" +" vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" -" color += glosstexel * (SpecularScale * pow(clamp(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0, 1.0), SpecularPower));\n" +" color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" @@ -391,14 +396,8 @@ void r_shadow_start(void) int i; // allocate vertex processing arrays numcubemaps = 0; - r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankbumptexture = NULL; - r_shadow_blankglosstexture = NULL; - r_shadow_blankwhitetexture = NULL; - r_shadow_blankwhitecubetexture = NULL; - r_shadow_blankblacktexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); @@ -414,9 +413,9 @@ 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_numleafpvsbytes = 0; + r_shadow_buffer_leafpvs = NULL; + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; @@ -460,7 +459,7 @@ void r_shadow_start(void) r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); if (!r_shadow_program_light[i]) { - Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 1 ? "fog" : "", i & 1 ? "cubefilter" : "", i & 1 ? "offsetmapping" : ""); + Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light"); continue; } qglUseProgramObjectARB(r_shadow_program_light[i]); @@ -500,14 +499,8 @@ void r_shadow_shutdown(void) } } numcubemaps = 0; - r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankbumptexture = NULL; - r_shadow_blankglosstexture = NULL; - r_shadow_blankwhitetexture = NULL; - r_shadow_blankwhitecubetexture = NULL; - r_shadow_blankblacktexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; @@ -531,13 +524,13 @@ void r_shadow_shutdown(void) Mem_Free(shadowmarklist); shadowmarklist = NULL; shadowmarkcount = 0; - r_shadow_buffer_numclusterpvsbytes = 0; - if (r_shadow_buffer_clusterpvs) - Mem_Free(r_shadow_buffer_clusterpvs); - r_shadow_buffer_clusterpvs = NULL; - if (r_shadow_buffer_clusterlist) - Mem_Free(r_shadow_buffer_clusterlist); - r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numleafpvsbytes = 0; + if (r_shadow_buffer_leafpvs) + Mem_Free(r_shadow_buffer_leafpvs); + r_shadow_buffer_leafpvs = NULL; + if (r_shadow_buffer_leaflist) + Mem_Free(r_shadow_buffer_leaflist); + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; if (r_shadow_buffer_surfacepvs) Mem_Free(r_shadow_buffer_surfacepvs); @@ -569,10 +562,14 @@ void R_Shadow_Help_f(void) "r_shadow_projectdistance : shadow volume projection distance\n" "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n" "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n" +"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n" "r_shadow_realtime_world : use high quality world lighting mode\n" "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" +"r_shadow_realtime_world_compile : compile surface/visibility information\n" +"r_shadow_realtime_world_compilelight : compile lighting geometry\n" +"r_shadow_realtime_world_compileshadow : compile shadow geometry\n" "r_shadow_glsl : use OpenGL Shading Language for lighting\n" "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n" "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n" @@ -582,6 +579,7 @@ void R_Shadow_Help_f(void) "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n" "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" +"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n" "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" "Commands:\n" "r_shadow_help : this help\n" @@ -592,7 +590,6 @@ void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); - Cvar_RegisterVariable(&r_shadow_cull); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); @@ -604,16 +601,20 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling); Cvar_RegisterVariable(&r_shadow_realtime_world); Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows); Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_world_compile); + Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight); + Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); - Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_visiblelighting); Cvar_RegisterVariable(&r_shadow_visiblevolumes); Cvar_RegisterVariable(&r_shadow_glsl); Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); @@ -640,16 +641,16 @@ void R_Shadow_Init(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_numleafpvsbytes = 0; + r_shadow_buffer_leafpvs = NULL; + r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } -matrix4x4_t matrix_attenuationxyz = +static matrix4x4_t matrix_attenuationxyz = { { {0.5, 0.0, 0.0, 0.5}, @@ -659,7 +660,7 @@ matrix4x4_t matrix_attenuationxyz = } }; -matrix4x4_t matrix_attenuationz = +static matrix4x4_t matrix_attenuationz = { { {0.0, 0.0, 0.5, 0.5}, @@ -682,24 +683,20 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -void R_Shadow_EnlargeClusterBuffer(int numclusters) +static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) { - int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255; - if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes) + int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255; + int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; + if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes) { - 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)); + if (r_shadow_buffer_leafpvs) + Mem_Free(r_shadow_buffer_leafpvs); + if (r_shadow_buffer_leaflist) + Mem_Free(r_shadow_buffer_leaflist); + r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; + r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); + r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } -} - -void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces) -{ - int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { if (r_shadow_buffer_surfacepvs) @@ -738,10 +735,10 @@ void R_Shadow_PrepareShadowMark(int numtris) int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) { - int i, j, tris = 0, vr[3], t, outvertices = 0; - float f, temp[3]; - const int *e, *n; - const float *v; + int i, j; + int outtriangles = 0, outvertices = 0; + const int *element; + const float *vertex; if (maxvertexupdate < innumvertices) { @@ -767,22 +764,22 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) { - t = shadowmarktris[i]; - e = inelement3i + t * 3; + element = inelement3i + shadowmarktris[i] * 3; // make sure the vertices are created for (j = 0;j < 3;j++) { - if (vertexupdate[e[j]] != vertexupdatenum) + if (vertexupdate[element[j]] != vertexupdatenum) { - vertexupdate[e[j]] = vertexupdatenum; - vertexremap[e[j]] = outvertices; - v = invertex3f + e[j] * 3; + float ratio, direction[3]; + vertexupdate[element[j]] = vertexupdatenum; + vertexremap[element[j]] = outvertices; + vertex = invertex3f + element[j] * 3; // project one copy of the vertex to the sphere radius of the light // (FIXME: would projecting it to the light box be better?) - VectorSubtract(v, projectorigin, temp); - f = projectdistance / VectorLength(temp); - VectorCopy(v, outvertex3f); - VectorMA(projectorigin, f, temp, (outvertex3f + 3)); + VectorSubtract(vertex, projectorigin, direction); + ratio = projectdistance / VectorLength(direction); + VectorCopy(vertex, outvertex3f); + VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); outvertex3f += 6; outvertices += 2; } @@ -791,62 +788,70 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) { - t = shadowmarktris[i]; - e = inelement3i + t * 3; - n = inneighbor3i + t * 3; + int remappedelement[3]; + int markindex; + const int *neighbortriangle; + + markindex = shadowmarktris[i] * 3; + element = inelement3i + markindex; + neighbortriangle = inneighbor3i + markindex; // output the front and back triangles - outelement3i[0] = vertexremap[e[0]]; - outelement3i[1] = vertexremap[e[1]]; - outelement3i[2] = vertexremap[e[2]]; - outelement3i[3] = vertexremap[e[2]] + 1; - outelement3i[4] = vertexremap[e[1]] + 1; - outelement3i[5] = vertexremap[e[0]] + 1; + outelement3i[0] = vertexremap[element[0]]; + outelement3i[1] = vertexremap[element[1]]; + outelement3i[2] = vertexremap[element[2]]; + outelement3i[3] = vertexremap[element[2]] + 1; + outelement3i[4] = vertexremap[element[1]] + 1; + outelement3i[5] = vertexremap[element[0]] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; // output the sides (facing outward from this triangle) - if (shadowmark[n[0]] != shadowmarkcount) + if (shadowmark[neighbortriangle[0]] != shadowmarkcount) { - vr[0] = vertexremap[e[0]]; - vr[1] = vertexremap[e[1]]; - outelement3i[0] = vr[1]; - outelement3i[1] = vr[0]; - outelement3i[2] = vr[0] + 1; - outelement3i[3] = vr[1]; - outelement3i[4] = vr[0] + 1; - outelement3i[5] = vr[1] + 1; + remappedelement[0] = vertexremap[element[0]]; + remappedelement[1] = vertexremap[element[1]]; + outelement3i[0] = remappedelement[1]; + outelement3i[1] = remappedelement[0]; + outelement3i[2] = remappedelement[0] + 1; + outelement3i[3] = remappedelement[1]; + outelement3i[4] = remappedelement[0] + 1; + outelement3i[5] = remappedelement[1] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } - if (shadowmark[n[1]] != shadowmarkcount) + if (shadowmark[neighbortriangle[1]] != shadowmarkcount) { - vr[1] = vertexremap[e[1]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[2]; - outelement3i[1] = vr[1]; - outelement3i[2] = vr[1] + 1; - outelement3i[3] = vr[2]; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[2] + 1; + remappedelement[1] = vertexremap[element[1]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[2]; + outelement3i[1] = remappedelement[1]; + outelement3i[2] = remappedelement[1] + 1; + outelement3i[3] = remappedelement[2]; + outelement3i[4] = remappedelement[1] + 1; + outelement3i[5] = remappedelement[2] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } - if (shadowmark[n[2]] != shadowmarkcount) + if (shadowmark[neighbortriangle[2]] != shadowmarkcount) { - vr[0] = vertexremap[e[0]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[0]; - outelement3i[1] = vr[2]; - outelement3i[2] = vr[2] + 1; - outelement3i[3] = vr[0]; - outelement3i[4] = vr[2] + 1; - outelement3i[5] = vr[0] + 1; + remappedelement[0] = vertexremap[element[0]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[0]; + outelement3i[1] = remappedelement[2]; + outelement3i[2] = remappedelement[2] + 1; + outelement3i[3] = remappedelement[0]; + outelement3i[4] = remappedelement[2] + 1; + outelement3i[5] = remappedelement[0] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } } if (outnumvertices) *outnumvertices = outvertices; - return tris; + return outtriangles; } void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) @@ -866,7 +871,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); } -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs) +void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) { int t, tend; const int *e; @@ -916,19 +921,19 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte m.pointer_vertex = vertex3f; R_Mesh_State(&m); GL_LockArrays(0, numvertices); - if (r_shadowstage == SHADOWSTAGE_STENCIL) + if (r_shadowstage == R_SHADOWSTAGE_STENCIL) { // increment stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - R_Mesh_Draw(numvertices, numtriangles, element3i); + R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; // decrement stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } - R_Mesh_Draw(numvertices, numtriangles, element3i); + R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; GL_LockArrays(0, 0); @@ -936,99 +941,16 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte static void R_Shadow_MakeTextures(void) { - int x, y, z, d, side; - float v[3], s, t, intensity; + int x, y, z, d; + float v[3], intensity; qbyte *data; R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); r_shadow_attenpower = r_shadow_lightattenuationpower.value; r_shadow_attenscale = r_shadow_lightattenuationscale.value; -#define NORMSIZE 64 #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 - data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4))); - data[0] = 128; // normal X - data[1] = 128; // normal Y - data[2] = 255; // normal Z - data[3] = 128; // height - r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 255; - data[1] = 255; - data[2] = 255; - data[3] = 255; - r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 255; - data[1] = 255; - data[2] = 255; - data[3] = 255; - r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 0; - data[1] = 0; - data[2] = 0; - data[3] = 255; - r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - r_shadow_blankwhitecubetexture = NULL; - r_shadow_normalcubetexture = NULL; - if (gl_texturecubemap) - { - data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; - data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; - data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; - data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; - data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; - data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; - r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); - for (side = 0;side < 6;side++) - { - for (y = 0;y < NORMSIZE;y++) - { - for (x = 0;x < NORMSIZE;x++) - { - s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; - t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; - switch(side) - { - case 0: - v[0] = 1; - v[1] = -t; - v[2] = -s; - break; - case 1: - v[0] = -1; - v[1] = -t; - v[2] = s; - break; - case 2: - v[0] = s; - v[1] = 1; - v[2] = t; - break; - case 3: - v[0] = s; - v[1] = -1; - v[2] = -t; - break; - case 4: - v[0] = s; - v[1] = -t; - v[2] = 1; - break; - case 5: - v[0] = -s; - v[1] = -t; - v[2] = -1; - break; - } - intensity = 127.0f / sqrt(DotProduct(v, v)); - data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0]; - data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1]; - data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2]; - data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255; - } - } - } - r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); - } + data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); for (y = 0;y < ATTEN2DSIZE;y++) { for (x = 0;x < ATTEN2DSIZE;x++) @@ -1082,6 +1004,29 @@ void R_Shadow_ValidateCvars(void) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } +// light currently being rendered +static rtlight_t *r_shadow_rtlight; +// light filter cubemap being used by the light +static rtexture_t *r_shadow_lightcubemap; + +// this is the location of the eye in entity space +static vec3_t r_shadow_entityeyeorigin; +// this is the location of the light in entity space +static vec3_t r_shadow_entitylightorigin; +// this transforms entity coordinates to light filter cubemap coordinates +// (also often used for other purposes) +static matrix4x4_t r_shadow_entitytolight; +// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes +// of attenuation texturing in full 3D (Z result often ignored) +static matrix4x4_t r_shadow_entitytoattenuationxyz; +// this transforms only the Z to S, and T is always 0.5 +static matrix4x4_t r_shadow_entitytoattenuationz; +// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha +static vec3_t r_shadow_entitylightcolor; + +static int r_shadow_lightpermutation; +static int r_shadow_lightprog; + void R_Shadow_Stage_Begin(void) { rmeshstate_t m; @@ -1103,14 +1048,34 @@ void R_Shadow_Stage_Begin(void) 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; + r_shadowstage = R_SHADOWSTAGE_NONE; +} + +void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight) +{ + r_shadow_rtlight = rtlight; } -void R_Shadow_Stage_ShadowVolumes(void) +void R_Shadow_Stage_Reset(void) { rmeshstate_t m; + if (gl_support_stenciltwoside) + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); + if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL) + { + qglUseProgramObjectARB(0); + // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers + qglBegin(GL_TRIANGLES); + qglEnd(); + CHECKGLERROR + } memset(&m, 0, sizeof(m)); R_Mesh_State(&m); +} + +void R_Shadow_Stage_StencilShadowVolumes(void) +{ + R_Shadow_Stage_Reset(); GL_Color(1, 1, 1, 1); GL_ColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -1124,25 +1089,25 @@ void R_Shadow_Stage_ShadowVolumes(void) //} //else // qglDisable(GL_POLYGON_OFFSET_FILL); - qglDepthFunc(GL_LESS); + qglDepthFunc(GL_GEQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST); qglStencilFunc(GL_ALWAYS, 128, ~0); if (gl_ext_stenciltwoside.integer) { - r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE; + r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE; qglDisable(GL_CULL_FACE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR); qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR); } else { - r_shadowstage = SHADOWSTAGE_STENCIL; + r_shadowstage = R_SHADOWSTAGE_STENCIL; qglEnable(GL_CULL_FACE); qglStencilMask(~0); // this is changed by every shadow render so its value here is unimportant @@ -1150,20 +1115,12 @@ void R_Shadow_Stage_ShadowVolumes(void) } GL_Clear(GL_STENCIL_BUFFER_BIT); c_rt_clears++; - // LordHavoc note: many shadow volumes reside entirely inside the world - // (that is to say they are entirely bounded by their lit surfaces), - // which can be optimized by handling things as an inverted light volume, - // with the shadow boundaries of the world being simulated by an altered - // (129) bias to stencil clearing on such lights - // FIXME: generate inverted light volumes for use as shadow volumes and - // optimize for them as noted above } -void R_Shadow_Stage_Light(int shadowtest) +void R_Shadow_Stage_Lighting(int stenciltest) { rmeshstate_t m; - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); + R_Shadow_Stage_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); @@ -1174,26 +1131,118 @@ void R_Shadow_Stage_Light(int shadowtest) qglDepthFunc(GL_EQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE); - if (shadowtest) + if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE) qglEnable(GL_STENCIL_TEST); else qglDisable(GL_STENCIL_TEST); - if (gl_support_stenciltwoside) - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglStencilMask(~0); 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, ~0); - r_shadowstage = SHADOWSTAGE_LIGHT; - c_rt_lights++; + if (r_shadow_glsl.integer && r_shadow_program_light[0]) + { + r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.pointer_texcoord3f[1] = varray_svector3f; + m.pointer_texcoord3f[2] = varray_tvector3f; + m.pointer_texcoord3f[3] = varray_normal3f; + m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal + m.tex[1] = R_GetTexture(r_texture_white); // diffuse + m.tex[2] = R_GetTexture(r_texture_white); // gloss + m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter + // TODO: support fog (after renderer is converted to texture fog) + m.tex[4] = R_GetTexture(r_texture_white); // fog + //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix + R_Mesh_State(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + CHECKGLERROR + r_shadow_lightpermutation = 0; + // only add a feature to the permutation if that permutation exists + // (otherwise it might end up not using a shader at all, which looks + // worse than using less features) + if (r_shadow_rtlight->specularscale && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR]) + r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR; + //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG]) + // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG; + if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER]) + r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER; + if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING]) + r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING; + r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation]; + qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR + // TODO: support fog (after renderer is converted to texture fog) + if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG) + { + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR + } + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR + if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR) + { + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR + } + //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR + //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR + //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) + //{ + // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR + //} + if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING) + { + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR + } + } + else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) + r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3; + else + r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX; +} + +void R_Shadow_Stage_VisibleShadowVolumes(void) +{ + R_Shadow_Stage_Reset(); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(r_shadow_visiblevolumes.integer < 2); + qglPolygonOffset(0, 0); + GL_Color(0.0, 0.0125, 0.1, 1); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + qglDepthFunc(GL_GEQUAL); + qglCullFace(GL_FRONT); // this culls back + qglDisable(GL_CULL_FACE); + qglDisable(GL_STENCIL_TEST); + r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES; +} + +void R_Shadow_Stage_VisibleLighting(int stenciltest) +{ + R_Shadow_Stage_Reset(); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(r_shadow_visiblelighting.integer < 2); + qglPolygonOffset(0, 0); + GL_Color(0.1, 0.0125, 0, 1); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + qglDepthFunc(GL_EQUAL); + qglCullFace(GL_FRONT); // this culls back + qglEnable(GL_CULL_FACE); + if (stenciltest) + qglEnable(GL_STENCIL_TEST); + else + qglDisable(GL_STENCIL_TEST); + r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING; } void R_Shadow_Stage_End(void) { - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); + R_Shadow_Stage_Reset(); + R_Shadow_Stage_ActiveLight(NULL); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); @@ -1210,173 +1259,92 @@ void R_Shadow_Stage_End(void) qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglStencilMask(~0); qglStencilFunc(GL_ALWAYS, 128, ~0); - r_shadowstage = SHADOWSTAGE_NONE; + r_shadowstage = R_SHADOWSTAGE_NONE; } -int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) +qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { int i, ix1, iy1, ix2, iy2; - float x1, y1, x2, y2, x, y, f; - vec3_t smins, smaxs; + float x1, y1, x2, y2; vec4_t v, v2; - if (!r_shadow_scissor.integer) - return false; - // if view is inside the box, just say yes it's visible + rmesh_t mesh; + mplane_t planes[11]; + float vertex3f[256*3]; + + // if view is inside the light box, just say yes it's visible if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) { GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return false; } - for (i = 0;i < 3;i++) + + // create a temporary brush describing the area the light can affect in worldspace + VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist; + VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist; + VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist; + VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist; + VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist; + VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0]; + VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0]; + VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1]; + VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1]; + VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2]; + VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2]; + + // turn the brush into a mesh + memset(&mesh, 0, sizeof(rmesh_t)); + mesh.maxvertices = 256; + mesh.vertex3f = vertex3f; + mesh.epsilon2 = (1.0f / (32.0f * 32.0f)); + R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes); + + // if that mesh is empty, the light is not visible at all + if (!mesh.numvertices) + return true; + + if (!r_shadow_scissor.integer) + return false; + + // if that mesh is not empty, check what area of the screen it covers + x1 = y1 = x2 = y2 = 0; + v[3] = 1.0f; + for (i = 0;i < mesh.numvertices;i++) { - if (r_viewforward[i] >= 0) + VectorCopy(mesh.vertex3f + i * 3, v); + GL_TransformToScreen(v, v2); + //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); + if (i) { - v[i] = mins[i]; - v2[i] = maxs[i]; + if (x1 > v2[0]) x1 = v2[0]; + if (x2 < v2[0]) x2 = v2[0]; + if (y1 > v2[1]) y1 = v2[1]; + if (y2 < v2[1]) y2 = v2[1]; } else { - v[i] = maxs[i]; - v2[i] = mins[i]; + x1 = x2 = v2[0]; + y1 = y2 = v2[1]; } } - f = DotProduct(r_viewforward, r_vieworigin) + 1; - if (DotProduct(r_viewforward, v2) <= f) - { - // entirely behind nearclip plane - return true; - } - if (DotProduct(r_viewforward, v) >= f) - { - // entirely infront of nearclip plane - x1 = y1 = x2 = y2 = 0; - for (i = 0;i < 8;i++) - { - v[0] = (i & 1) ? mins[0] : maxs[0]; - v[1] = (i & 2) ? mins[1] : maxs[1]; - v[2] = (i & 4) ? mins[2] : maxs[2]; - v[3] = 1.0f; - GL_TransformToScreen(v, v2); - //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); - x = v2[0]; - y = v2[1]; - if (i) - { - if (x1 > x) x1 = x; - if (x2 < x) x2 = x; - if (y1 > y) y1 = y; - if (y2 < y) y2 = y; - } - else - { - x1 = x2 = x; - y1 = y2 = y; - } - } - } - else - { - // clipped by nearclip plane - // this is nasty and crude... - // create viewspace bbox - for (i = 0;i < 8;i++) - { - v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0]; - v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1]; - v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2]; - v2[0] = -DotProduct(v, r_viewleft); - v2[1] = DotProduct(v, r_viewup); - v2[2] = DotProduct(v, r_viewforward); - if (i) - { - if (smins[0] > v2[0]) smins[0] = v2[0]; - if (smaxs[0] < v2[0]) smaxs[0] = v2[0]; - if (smins[1] > v2[1]) smins[1] = v2[1]; - if (smaxs[1] < v2[1]) smaxs[1] = v2[1]; - if (smins[2] > v2[2]) smins[2] = v2[2]; - if (smaxs[2] < v2[2]) smaxs[2] = v2[2]; - } - else - { - smins[0] = smaxs[0] = v2[0]; - smins[1] = smaxs[1] = v2[1]; - smins[2] = smaxs[2] = v2[2]; - } - } - // now we have a bbox in viewspace - // clip it to the view plane - if (smins[2] < 1) - smins[2] = 1; - // return true if that culled the box - if (smins[2] >= smaxs[2]) - return true; - // ok some of it is infront of the view, transform each corner back to - // worldspace and then to screenspace and make screen rect - // initialize these variables just to avoid compiler warnings - x1 = y1 = x2 = y2 = 0; - for (i = 0;i < 8;i++) - { - v2[0] = (i & 1) ? smins[0] : smaxs[0]; - v2[1] = (i & 2) ? smins[1] : smaxs[1]; - v2[2] = (i & 4) ? smins[2] : smaxs[2]; - v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0]; - v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1]; - v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2]; - v[3] = 1.0f; - GL_TransformToScreen(v, v2); - //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); - x = v2[0]; - y = v2[1]; - if (i) - { - if (x1 > x) x1 = x; - if (x2 < x) x2 = x; - if (y1 > y) y1 = y; - if (y2 < y) y2 = y; - } - else - { - x1 = x2 = x; - y1 = y2 = y; - } - } - /* - // this code doesn't handle boxes with any points behind view properly - x1 = 1000;x2 = -1000; - y1 = 1000;y2 = -1000; - for (i = 0;i < 8;i++) - { - v[0] = (i & 1) ? mins[0] : maxs[0]; - v[1] = (i & 2) ? mins[1] : maxs[1]; - v[2] = (i & 4) ? mins[2] : maxs[2]; - v[3] = 1.0f; - GL_TransformToScreen(v, v2); - //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); - if (v2[2] > 0) - { - x = v2[0]; - y = v2[1]; - if (x1 > x) x1 = x; - if (x2 < x) x2 = x; - if (y1 > y) y1 = y; - if (y2 < y) y2 = y; - } - } - */ - } + // now convert the scissor rectangle to integer screen coordinates ix1 = x1 - 1.0f; iy1 = y1 - 1.0f; ix2 = x2 + 1.0f; iy2 = y2 + 1.0f; //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); + + // clamp it to the screen if (ix1 < r_view_x) ix1 = r_view_x; if (iy1 < r_view_y) iy1 = r_view_y; if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width; if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height; + + // if it is inside out, it's not visible if (ix2 <= ix1 || iy2 <= iy1) return true; - // set up the scissor rectangle + + // the light area is visible, set up the scissor rectangle GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1); //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); //qglEnable(GL_SCISSOR_TEST); @@ -1384,16 +1352,16 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -static void R_Shadow_VertexShadingWithXYZAttenuation(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) { float *color4f = varray_color4f; float dist, dot, intensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - Matrix4x4_Transform(m, vertex3f, v); + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = DotProduct(v, v)) < 1) { - Matrix4x4_Transform3x3(m, normal3f, n); + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { dist = sqrt(dist); @@ -1416,16 +1384,16 @@ static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float * } } -static void R_Shadow_VertexShadingWithZAttenuation(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) { float *color4f = varray_color4f; float dist, dot, intensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - Matrix4x4_Transform(m, vertex3f, v); + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1) { - Matrix4x4_Transform3x3(m, normal3f, n); + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); @@ -1447,14 +1415,14 @@ static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *ve } } -static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) +static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor) { 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); + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); @@ -1469,13 +1437,13 @@ static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const fl } } -static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m) +static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor) { float *color4f = varray_color4f; float dist, intensity, v[3]; for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) { - Matrix4x4_Transform(m, vertex3f, v); + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = DotProduct(v, v)) < 1) { dist = sqrt(dist); @@ -1491,13 +1459,13 @@ static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float } } -static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m) +static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor) { float *color4f = varray_color4f; float dist, intensity, v[3]; for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) { - Matrix4x4_Transform(m, vertex3f, v); + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1) { intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; @@ -1576,117 +1544,198 @@ 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 *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture) { int renders; - float color[3], color2[3], colorscale; + float color[3], color2[3], colorscale, specularscale; rmeshstate_t m; // FIXME: support EF_NODEPTHTEST - GL_DepthMask(false); - GL_DepthTest(true); + if (!basetexture) + basetexture = r_texture_white; if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - specularscale *= r_shadow_glossintensity.value; - if (!glosstexture) + bumptexture = r_texture_blanknormalmap; + if (!pantstexture) + lightcolorpants = vec3_origin; + if (!shirttexture) + lightcolorshirt = vec3_origin; + if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) + specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value; + else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) { - if (r_shadow_gloss.integer >= 2) - { - glosstexture = r_shadow_blankglosstexture; - specularscale *= r_shadow_gloss2intensity.value; - } - else - { - glosstexture = r_shadow_blankblacktexture; - specularscale = 0; - } + glosstexture = r_texture_white; + specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value; } - if (r_shadow_gloss.integer < 1) + else + { + glosstexture = r_texture_black; specularscale = 0; - if (!lightcubemap) - lightcubemap = r_shadow_blankwhitecubetexture; - if (ambientscale + diffusescale + specularscale < 0.01) + } + if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001) return; - if (r_shadow_glsl.integer && r_shadow_program_light[0]) + if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING) { - unsigned int perm, prog; - // GLSL shader path (GFFX5200, Radeon 9500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord3f[1] = svector3f; - m.pointer_texcoord3f[2] = tvector3f; - m.pointer_texcoord3f[3] = normal3f; - m.tex[0] = R_GetTexture(bumptexture); - m.tex[1] = R_GetTexture(basetexture); - m.tex[2] = R_GetTexture(glosstexture); - m.texcubemap[3] = R_GetTexture(lightcubemap); - // TODO: support fog (after renderer is converted to texture fog) - m.tex[4] = R_GetTexture(r_shadow_blankwhitetexture); - m.texmatrix[3] = *matrix_modeltolight; - R_Mesh_State(&m); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - CHECKGLERROR - perm = 0; - // only add a feature to the permutation if that permutation exists - // (otherwise it might end up not using a shader at all, which looks - // worse than using less features) - if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR]) - perm |= SHADERPERMUTATION_SPECULAR; - //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG]) - // perm |= SHADERPERMUTATION_FOG; - if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER]) - perm |= SHADERPERMUTATION_CUBEFILTER; - if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING]) - perm |= SHADERPERMUTATION_OFFSETMAPPING; - prog = r_shadow_program_light[perm]; - qglUseProgramObjectARB(prog);CHECKGLERROR - // TODO: support fog (after renderer is converted to texture fog) - if (perm & SHADERPERMUTATION_FOG) + int passes = 0; + if (r_shadow_glsl.integer && r_shadow_program_light[0]) + passes++; // GLSL shader path (GFFX5200, Radeon 9500) + else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { - qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR + // TODO: add direct pants/shirt rendering + if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL); + if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL); + if (r_shadow_rtlight->ambientscale) + { + colorscale = r_shadow_rtlight->ambientscale; + if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4) + { + } + else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2) + { + } + else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube) + { + } + else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube) + { + } + else + passes++; + VectorScale(lightcolorbase, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + if (r_shadow_rtlight->diffusescale) + { + colorscale = r_shadow_rtlight->diffusescale; + if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) + { + // 3/2 3D combine path (Geforce3, Radeon 8500) + passes++; + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube) + { + // 1/2/2 3D combine path (original Radeon) + passes += 2; + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube) + { + // 2/2 3D combine path (original Radeon) + passes++; + } + else if (r_textureunits.integer >= 4) + { + // 4/2 2D combine path (Geforce3, Radeon 8500) + passes++; + } + else + { + // 2/2/2 2D combine path (any dot3 card) + passes += 2; + } + VectorScale(lightcolorbase, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + if (specularscale && glosstexture != r_texture_black) + { + //if (gl_support_blendsquare) + { + colorscale = specularscale; + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + passes += 4; + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + passes += 3; + else + passes += 4; + VectorScale(lightcolorbase, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + } } - qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR - qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR - if (perm & SHADERPERMUTATION_SPECULAR) + else { - qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR - qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR + // TODO: add direct pants/shirt rendering + if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL); + if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL); + if (r_shadow_rtlight->ambientscale) + { + VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } + if (r_shadow_rtlight->diffusescale) + { + VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + passes++; + } } - qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR - qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR - if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) + if (passes) { - qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR + GL_Color(0.1*passes, 0.025*passes, 0, 1); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + GL_LockArrays(0, 0); } - if (perm & SHADERPERMUTATION_OFFSETMAPPING) + return; + } + else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL) + { + // GLSL shader path (GFFX5200, Radeon 9500) + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, texcoord2f); + R_Mesh_TexCoordPointer(1, 3, svector3f); + R_Mesh_TexCoordPointer(2, 3, tvector3f); + R_Mesh_TexCoordPointer(3, 3, normal3f); + R_Mesh_TexBind(0, R_GetTexture(bumptexture)); + R_Mesh_TexBind(1, R_GetTexture(basetexture)); + R_Mesh_TexBind(2, R_GetTexture(glosstexture)); + if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR) { - // these are * 0.25 because the offsetmapping shader does the process 4 times - qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value * 0.25);CHECKGLERROR - qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value * 0.25);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR } - CHECKGLERROR - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR + 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 && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) + { + R_Mesh_TexBind(1, R_GetTexture(pantstexture)); + qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + { + R_Mesh_TexBind(1, R_GetTexture(shirttexture)); + qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "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 - qglBegin(GL_TRIANGLES); - qglEnd(); - CHECKGLERROR } - else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) + else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3) { - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - if (!glosstexture) - glosstexture = r_shadow_blankglosstexture; - if (ambientscale) + // TODO: add direct pants/shirt rendering + if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL); + if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL); + if (r_shadow_rtlight->ambientscale) { GL_Color(1,1,1,1); - colorscale = ambientscale; + colorscale = r_shadow_rtlight->ambientscale; // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1694,7 +1743,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements // performed to get more brightness than otherwise possible. // // Limit mult to 64 for sanity sake. - if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4) + if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4) { // 3 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); @@ -1702,24 +1751,24 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; - m.texcubemap[2] = R_GetTexture(lightcubemap); + m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = *matrix_modeltolight; + m.texmatrix[2] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #endif GL_BlendFunc(GL_ONE, GL_ONE); } - else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2) + else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2) { // 2 3D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); @@ -1727,16 +1776,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; GL_BlendFunc(GL_ONE, GL_ONE); } - else if (r_textureunits.integer >= 4 && lightcubemap) + else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube) { // 4 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); @@ -1744,35 +1793,35 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationz; + m.texmatrix[1] = r_shadow_entitytoattenuationz; #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, &r_shadow_entitytoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; - if (lightcubemap) + if (r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[3] = R_GetTexture(lightcubemap); + m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[3] = vertex3f; - m.texmatrix[3] = *matrix_modeltolight; + m.texmatrix[3] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_ONE, GL_ONE); } - else if (r_textureunits.integer >= 3 && !lightcubemap) + else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube) { // 3 2D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); @@ -1780,18 +1829,18 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationz; + m.texmatrix[1] = r_shadow_entitytoattenuationz; #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, &r_shadow_entitytoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; @@ -1805,24 +1854,24 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationz; + m.texmatrix[1] = r_shadow_entitytoattenuationz; #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, &r_shadow_entitytoattenuationz); #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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1831,15 +1880,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + if (r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltolight; + m.texmatrix[1] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1847,21 +1896,21 @@ 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(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } GL_LockArrays(0, 0); } - if (diffusescale) + if (r_shadow_rtlight->diffusescale) { GL_Color(1,1,1,1); - colorscale = diffusescale; + colorscale = r_shadow_rtlight->diffusescale; // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1877,23 +1926,23 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); 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, r_shadow_entitylightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = *matrix_modeltoattenuationxyz; + m.texmatrix[2] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1902,20 +1951,20 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + if (r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltolight; + m.texmatrix[1] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube) { // 1/2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); @@ -1923,16 +1972,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1942,14 +1991,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); 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, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(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; @@ -1958,20 +2007,20 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + if (r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltolight; + m.texmatrix[1] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube) { // 2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); @@ -1979,15 +2028,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); 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, r_shadow_entitylightorigin); 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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1999,10 +2048,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationxyz; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2014,31 +2063,31 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); 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, r_shadow_entitylightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = *matrix_modeltoattenuationxyz; + m.texmatrix[2] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[3] = vertex3f; - m.texmatrix[3] = *matrix_modeltoattenuationz; + m.texmatrix[3] = r_shadow_entitytoattenuationz; #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, &r_shadow_entitytoattenuationz); #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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2047,15 +2096,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + if (r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltolight; + m.texmatrix[1] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2068,24 +2117,24 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationz; + m.texmatrix[1] = r_shadow_entitytoattenuationz; #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, &r_shadow_entitytoattenuationz); #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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2095,14 +2144,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); 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, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(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; @@ -2111,15 +2160,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + if (r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltolight; + m.texmatrix[1] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2127,41 +2176,41 @@ 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(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } GL_LockArrays(0, 0); } - if (specularscale && glosstexture != r_shadow_blankblacktexture) + if (specularscale && glosstexture != r_texture_black) { // FIXME: detect blendsquare! //if (gl_support_blendsquare) { colorscale = specularscale; GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); 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, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); 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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2169,17 +2218,17 @@ 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(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2189,15 +2238,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(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; @@ -2206,36 +2255,36 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + if (r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltolight; + m.texmatrix[1] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); 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, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); 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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2243,17 +2292,17 @@ 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(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2265,10 +2314,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationxyz; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2279,16 +2328,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.pointer_texcoord[0] = texcoord2f; - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); 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, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); 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(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2296,17 +2345,17 @@ 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(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2316,23 +2365,23 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[0] = vertex3f; - m.texmatrix[0] = *matrix_modeltoattenuationxyz; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationz; + m.texmatrix[1] = r_shadow_entitytoattenuationz; #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, &r_shadow_entitytoattenuationz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(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; @@ -2341,27 +2390,27 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = texcoord2f; - if (lightcubemap) + if (r_shadow_lightcubemap != r_texture_whitecube) { - m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltolight; + m.texmatrix[1] = r_shadow_entitytolight; #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, &r_shadow_entitytolight); #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(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -2369,12 +2418,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements } } } - else + else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX) { - if (ambientscale) + // TODO: add direct pants/shirt rendering + if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL); + if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL); + if (r_shadow_rtlight->ambientscale) { GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolor, ambientscale, color2); + VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -2385,10 +2439,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationxyz; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif if (r_textureunits.integer >= 3) { @@ -2396,10 +2450,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = *matrix_modeltoattenuationz; + m.texmatrix[2] = r_shadow_entitytoattenuationz; #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, &r_shadow_entitytoattenuationz); #endif } } @@ -2416,20 +2470,20 @@ 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); else - R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } } - if (diffusescale) + if (r_shadow_rtlight->diffusescale) { GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolor, diffusescale, color2); + VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = varray_color4f; @@ -2441,10 +2495,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = *matrix_modeltoattenuationxyz; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #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, &r_shadow_entitytoattenuationxyz); #endif if (r_textureunits.integer >= 3) { @@ -2452,10 +2506,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = *matrix_modeltoattenuationz; + m.texmatrix[2] = r_shadow_entitytoattenuationz; #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, &r_shadow_entitytoattenuationz); #endif } } @@ -2466,13 +2520,13 @@ 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); 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); else - R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2520,8 +2574,6 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i for (k = 0;k < 3;k++) for (j = 0;j < 4;j++) rtlight->matrix_worldtolight.m[k][j] *= scale; - Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight); - Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight); rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f); rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius; @@ -2533,16 +2585,19 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces; - entity_render_t *ent = &cl_entities[0].render; - model_t *model = ent->model; + int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces; + entity_render_t *ent = r_refdef.worldentity; + model_t *model = r_refdef.worldmodel; + qbyte *data; // compile the light rtlight->compiled = true; - rtlight->static_numclusters = 0; - rtlight->static_numclusterpvsbytes = 0; - rtlight->static_clusterlist = NULL; - rtlight->static_clusterpvs = NULL; + rtlight->static_numleafs = 0; + rtlight->static_numleafpvsbytes = 0; + rtlight->static_leaflist = NULL; + rtlight->static_leafpvs = NULL; + rtlight->static_numsurfaces = 0; + rtlight->static_surfacelist = 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; @@ -2554,28 +2609,32 @@ 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); - model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); - rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; - rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); - if (numclusters) - { - rtlight->static_numclusters = numclusters; - rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); - 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); - } + R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces); + model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; + data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + rtlight->static_numleafs = numleafs; + rtlight->static_numleafpvsbytes = numleafpvsbytes; + rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs; + rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes; + rtlight->static_numsurfaces = numsurfaces; + rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces; + if (numleafs) + memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); + if (numleafpvsbytes) + memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes); + if (numsurfaces) + memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); if (model->DrawShadowVolume && rtlight->shadow) { rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs); rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); } if (model->DrawLight) { 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, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist); + model->DrawLight(ent, vec3_origin, 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 @@ -2624,14 +2683,15 @@ 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_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; + // these allocations are grouped + if (rtlight->static_leaflist) + Mem_Free(rtlight->static_leaflist); + rtlight->static_numleafs = 0; + rtlight->static_numleafpvsbytes = 0; + rtlight->static_leaflist = NULL; + rtlight->static_leafpvs = NULL; + rtlight->static_numsurfaces = 0; + rtlight->static_surfacelist = NULL; rtlight->compiled = false; } } @@ -2643,20 +2703,108 @@ void R_Shadow_UncompileWorldLights(void) R_RTLight_Uncompile(&light->rtlight); } -void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) +void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; + vec_t relativeshadowradius; + if (ent == r_refdef.worldentity) + { + if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) + { + shadowmesh_t *mesh; + R_Mesh_Matrix(&ent->matrix); + for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) + { + R_Mesh_VertexPointer(mesh->vertex3f); + GL_LockArrays(0, mesh->numverts); + if (r_shadowstage == R_SHADOWSTAGE_STENCIL) + { + // increment stencil if backface is behind depthbuffer + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; + // decrement stencil if frontface is behind depthbuffer + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + } + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; + GL_LockArrays(0, 0); + } + } + else if (numsurfaces) + { + R_Mesh_Matrix(&ent->matrix); + ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs); + } + } + else + { + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin); + relativeshadowradius = rtlight->radius / ent->scale; + relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; + relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; + relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius; + relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; + relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; + relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; + R_Mesh_Matrix(&ent->matrix); + ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); + } +} + +void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist) { - int i, shadow, usestencil; - entity_render_t *ent; - float f; - vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2; - 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; + // set up properties for rendering light onto this entity + r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; + r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; + r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; + Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix); + Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); + Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin); + R_Mesh_Matrix(&ent->matrix); + if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL) + { + R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap)); + R_Mesh_TexMatrix(3, &r_shadow_entitytolight); + qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR + if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) + { + qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR + } + } + if (ent == r_refdef.worldentity) + { + if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer) + { + for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) + R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular); + } + else + ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist); + } + else + ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist); +} + +void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) +{ + int i, usestencil; + float f; + vec3_t lightcolor; + int numleafs, numsurfaces; + int *leaflist, *surfacelist; + qbyte *leafpvs; + int numlightentities; + int numshadowentities; + entity_render_t *lightentities[MAX_EDICTS]; + entity_render_t *shadowentities[MAX_EDICTS]; // skip lights that don't light (corona only lights) if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01) @@ -2677,225 +2825,150 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // loading is done before visibility checks because loading should happen // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) - if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer) + // compile light + if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer) R_RTLight_Compile(rtlight); - if (rtlight->cubemapname[0]) - cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname); - else - cubemaptexture = NULL; - - 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 (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0) + // load cubemap + r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; + + // if the light box is offscreen, skip it + if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; - numclusters = 0; - clusterlist = NULL; - clusterpvs = NULL; - numsurfaces = 0; - surfacelist = NULL; - if (rtlight->compiled && r_shadow_staticworldlights.integer) + + if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting - // retrieve cluster information - numclusters = rtlight->static_numclusters; - clusterlist = rtlight->static_clusterlist; - clusterpvs = rtlight->static_clusterpvs; - VectorCopy(rtlight->cullmins, cullmins); - VectorCopy(rtlight->cullmaxs, cullmaxs); + // retrieve leaf information + numleafs = rtlight->static_numleafs; + leaflist = rtlight->static_leaflist; + leafpvs = rtlight->static_leafpvs; + numsurfaces = rtlight->static_numsurfaces; + surfacelist = rtlight->static_surfacelist; } else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo) { // dynamic light, world available and can receive realtime lighting - // if the light box is offscreen, skip it right away - if (R_CullBox(cullmins, cullmaxs)) - return; - // calculate lit surfaces and clusters - R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters); - R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces); - r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); - clusterlist = r_shadow_buffer_clusterlist; - clusterpvs = r_shadow_buffer_clusterpvs; + // calculate lit surfaces and leafs + R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces); + r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + leaflist = r_shadow_buffer_leaflist; + leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; + // if the reduced leaf bounds are offscreen, skip it + if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) + return; } - // if the reduced cluster bounds are offscreen, skip it - if (R_CullBox(cullmins, cullmaxs)) - return; - // check if light is illuminating any visible clusters - if (numclusters) + else + { + // no world + numleafs = 0; + leaflist = NULL; + leafpvs = NULL; + numsurfaces = 0; + surfacelist = NULL; + } + // check if light is illuminating any visible leafs + if (numleafs) { - for (i = 0;i < numclusters;i++) - if (CHECKPVSBIT(r_pvsbits, clusterlist[i])) + for (i = 0;i < numleafs;i++) + if (r_worldleafvisible[leaflist[i]]) break; - if (i == numclusters) + if (i == numleafs) return; } // set up a scissor rectangle for this light - if (R_Shadow_ScissorForBBox(cullmins, cullmaxs)) + if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs)) return; - shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows); - usestencil = false; - - if (shadow && (gl_stencil || visiblevolumes)) + numlightentities = 0; + if (numsurfaces) + lightentities[numlightentities++] = r_refdef.worldentity; + numshadowentities = 0; + if (numsurfaces) + shadowentities[numshadowentities++] = r_refdef.worldentity; + if (r_drawentities.integer) { - if (!visiblevolumes) + for (i = 0;i < r_refdef.numentities;i++) { - R_Shadow_Stage_ShadowVolumes(); - usestencil = true; - } - ent = &cl_entities[0].render; - if (r_shadow_staticworldlights.integer && rtlight->compiled) - { - memset(&m, 0, sizeof(m)); - R_Mesh_Matrix(&ent->matrix); - for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) + entity_render_t *ent = r_refdef.entities[i]; + if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs) + && ent->model + && !(ent->flags & RENDER_TRANSPARENT) + && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))) { - m.pointer_vertex = mesh->vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, mesh->numverts); - if (r_shadowstage == SHADOWSTAGE_STENCIL) - { - // 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; - // 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; - GL_LockArrays(0, 0); - } - } - else if (numsurfaces) - { - 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++) - { - ent = r_refdef.entities[i]; - // rough checks - if (r_shadow_cull.integer) - { - if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs)) - continue; - if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs)) - continue; - } - if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume) - 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->nummodelsurfaces, ent->model->surfacelist); + // about the VectorDistance2 - light emitting entities should not cast their own shadow + if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1) + shadowentities[numshadowentities++] = ent; + if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight) + lightentities[numlightentities++] = ent; } } } - if (!visiblevolumes) + // return if there's nothing at all to light + if (!numlightentities) + return; + + R_Shadow_Stage_ActiveLight(rtlight); + c_rt_lights++; + + usestencil = false; + if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) { - R_Shadow_Stage_Light(usestencil); + usestencil = true; + R_Shadow_Stage_StencilShadowVolumes(); + for (i = 0;i < numshadowentities;i++) + R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist); + } - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) - { - lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; - lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; - lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; - Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); - if (r_shadow_staticworldlights.integer && rtlight->compiled) - { - 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); - } - 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); - } - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - // can't draw transparent entity lighting here because - // transparent meshes are deferred for later - if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT) - { - lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; - lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; - lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; - Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); - 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, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist); - } - } - } + if (numlightentities && !visible) + { + R_Shadow_Stage_Lighting(usestencil); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist); + } + + if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) + { + R_Shadow_Stage_VisibleShadowVolumes(); + for (i = 0;i < numshadowentities;i++) + R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist); + } + + if (numlightentities && visible && r_shadow_visiblelighting.integer > 0) + { + R_Shadow_Stage_VisibleLighting(usestencil); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist); } } -void R_ShadowVolumeLighting(int visiblevolumes) +void R_ShadowVolumeLighting(qboolean visible) { int lnum, flag; dlight_t *light; - rmeshstate_t m; if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); - if (visiblevolumes) - { - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); + R_Shadow_Stage_Begin(); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(r_shadow_visiblevolumes.integer < 2); - qglDisable(GL_CULL_FACE); - GL_Color(0.0, 0.0125, 0.1, 1); - } - else - R_Shadow_Stage_Begin(); flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) { for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (lnum == r_shadow_debuglight.integer && (light->flags & flag)) - R_DrawRTLight(&light->rtlight, visiblevolumes); + R_DrawRTLight(&light->rtlight, visible); } else for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (light->flags & flag) - R_DrawRTLight(&light->rtlight, visiblevolumes); + R_DrawRTLight(&light->rtlight, visible); if (r_rtdlight) for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - R_DrawRTLight(&light->rtlight, visiblevolumes); + R_DrawRTLight(&light->rtlight, visible); - if (visiblevolumes) - { - qglEnable(GL_CULL_FACE); - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - } - else - R_Shadow_Stage_End(); + R_Shadow_Stage_End(); } //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; @@ -2952,7 +3025,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) for (i = 0;i < 6;i++) { // generate an image name based on the base and and suffix - snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); + dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) { @@ -3003,7 +3076,7 @@ rtexture_t *R_Shadow_Cubemap(const char *basename) if (!strcasecmp(cubemaps[i].basename, basename)) return cubemaps[i].texture; if (i >= MAX_CUBEMAPS) - return NULL; + return r_texture_whitecube; numcubemaps++; strcpy(cubemaps[i].basename, basename); cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); @@ -3045,7 +3118,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve light->corona = corona; if (!cubemapname) cubemapname = ""; - strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname)); + strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname)); light->coronasizescale = coronasizescale; light->ambientscale = ambientscale; light->diffusescale = diffusescale; @@ -3112,7 +3185,7 @@ 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; } @@ -3134,7 +3207,7 @@ void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f) + if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f) { bestrating = rating; best = light; @@ -3267,7 +3340,7 @@ 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) @@ -3559,19 +3632,20 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) void R_Shadow_SetCursorLocationForView(void) { - vec_t dist, push, frac; - vec3_t dest, endpos, normal; + vec_t dist, push; + vec3_t dest, endpos; + trace_t trace; VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest); - frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID); - if (frac < 1) + trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false); + if (trace.fraction < 1) { - dist = frac * r_editlights_cursordistance.value; + dist = trace.fraction * r_editlights_cursordistance.value; push = r_editlights_cursorpushback.value; if (push > dist) push = dist; push = -push; - VectorMA(endpos, push, r_viewforward, endpos); - VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos); + VectorMA(trace.endpos, push, r_viewforward, endpos); + VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;