X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=cfb1d58a19956224e4c2e5bcd62b02d221b9bd0a;hp=6b047852729e5632fb3d7fcdad401c1d35e11f42;hb=f5c01d29320e5e45965d995a164291c2cc071578;hpb=0102c169b8d91364b969e57fca8d9533025648a7 diff --git a/r_shadow.c b/r_shadow.c index 6b047852..cfb1d58a 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -178,6 +178,7 @@ int *vertexremap; int vertexupdatenum; int r_shadow_buffer_numleafpvsbytes; +unsigned char *r_shadow_buffer_visitingleafpvs; unsigned char *r_shadow_buffer_leafpvs; int *r_shadow_buffer_leaflist; @@ -210,6 +211,7 @@ cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (sp cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; +cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "1", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; @@ -234,6 +236,8 @@ cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"}; cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"}; +cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"}; cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; @@ -318,6 +322,7 @@ void r_shadow_start(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_visitingleafpvs = NULL; r_shadow_buffer_leafpvs = NULL; r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; @@ -363,6 +368,9 @@ void r_shadow_shutdown(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + if (r_shadow_buffer_visitingleafpvs) + Mem_Free(r_shadow_buffer_visitingleafpvs); + r_shadow_buffer_visitingleafpvs = NULL; if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); r_shadow_buffer_leafpvs = NULL; @@ -435,6 +443,7 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); Cvar_RegisterVariable(&r_shadow_glossexponent); + Cvar_RegisterVariable(&r_shadow_glossexact); Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias); Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); @@ -459,6 +468,8 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_coronas); + Cvar_RegisterVariable(&r_coronas_occlusionsizescale); + Cvar_RegisterVariable(&r_coronas_occlusionquery); Cvar_RegisterVariable(&gl_flashblend); Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); @@ -484,6 +495,7 @@ void R_Shadow_Init(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_visitingleafpvs = NULL; r_shadow_buffer_leafpvs = NULL; r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; @@ -542,11 +554,14 @@ static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes) { + if (r_shadow_buffer_visitingleafpvs) + Mem_Free(r_shadow_buffer_visitingleafpvs); 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_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } @@ -613,28 +628,6 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * else VectorClear(projectvector); - if (maxvertexupdate < innumvertices) - { - maxvertexupdate = innumvertices; - if (vertexupdate) - Mem_Free(vertexupdate); - if (vertexremap) - Mem_Free(vertexremap); - vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); - vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); - vertexupdatenum = 0; - } - vertexupdatenum++; - if (vertexupdatenum == 0) - { - vertexupdatenum = 1; - memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); - memset(vertexremap, 0, maxvertexupdate * sizeof(int)); - } - - for (i = 0;i < numshadowmarktris;i++) - shadowmark[shadowmarktris[i]] = shadowmarkcount; - // create the vertices if (projectdirection) { @@ -819,24 +812,6 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * return outtriangles; } -void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris) -{ - int tris, outverts; - if (projectdistance < 0.1) - { - Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); - return; - } - if (!numverts || !nummarktris) - return; - // make sure shadowelements is big enough for this volume - if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) - R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); - tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); - r_refdef.stats.lights_dynamicshadowtriangles += tris; - R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements); -} - void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) { int t, tend; @@ -896,31 +871,70 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv } } -void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) +void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs) { + int i, tris, outverts; + if (projectdistance < 0.1) + { + Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); + return; + } + if (!numverts || !nummarktris) + return; + // make sure shadowelements is big enough for this volume + if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) + R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); + + if (maxvertexupdate < numverts) + { + maxvertexupdate = numverts; + if (vertexupdate) + Mem_Free(vertexupdate); + if (vertexremap) + Mem_Free(vertexremap); + vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); + vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); + vertexupdatenum = 0; + } + vertexupdatenum++; + if (vertexupdatenum == 0) + { + vertexupdatenum = 1; + memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); + memset(vertexremap, 0, maxvertexupdate * sizeof(int)); + } + + for (i = 0;i < nummarktris;i++) + shadowmark[marktris[i]] = shadowmarkcount; + if (r_shadow_compilingrtlight) { // if we're compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); - return; + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); + Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); } - r_refdef.stats.lights_shadowtriangles += numtriangles; - CHECKGLERROR - R_Mesh_VertexPointer(vertex3f, 0, 0); - GL_LockArrays(0, numvertices); - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) + else { - // decrement stencil if backface is behind depthbuffer - GL_CullFace(r_refdef.view.cullface_front); - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR - R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0); - // increment stencil if frontface is behind depthbuffer - GL_CullFace(r_refdef.view.cullface_back); - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); + r_refdef.stats.lights_dynamicshadowtriangles += tris; + r_refdef.stats.lights_shadowtriangles += tris; + CHECKGLERROR + R_Mesh_VertexPointer(shadowvertex3f, 0, 0); + GL_LockArrays(0, outverts); + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) + { + // decrement stencil if backface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + // increment stencil if frontface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + } + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + GL_LockArrays(0, 0); + CHECKGLERROR } - R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0); - GL_LockArrays(0, 0); - CHECKGLERROR } static void R_Shadow_MakeTextures_MakeCorona(void) @@ -995,12 +1009,12 @@ static void R_Shadow_MakeTextures(void) R_Shadow_MakeTextures_MakeCorona(); // Editor light sprites - r_editlights_sprcursor = Draw_CachePic("gfx/editlights/cursor", true); - r_editlights_sprlight = Draw_CachePic("gfx/editlights/light", true); - r_editlights_sprnoshadowlight = Draw_CachePic("gfx/editlights/noshadow", true); - r_editlights_sprcubemaplight = Draw_CachePic("gfx/editlights/cubemaplight", true); - r_editlights_sprcubemapnoshadowlight = Draw_CachePic("gfx/editlights/cubemapnoshadowlight", true); - r_editlights_sprselection = Draw_CachePic("gfx/editlights/selection", true); + r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor"); + r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light"); + r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow"); + r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight"); + r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight"); + r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection"); } void R_Shadow_ValidateCvars(void) @@ -1051,7 +1065,7 @@ void R_Shadow_RenderMode_Begin(void) r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; } -void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight) +void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) { rsurface.rtlight = rtlight; } @@ -1059,11 +1073,7 @@ void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight) void R_Shadow_RenderMode_Reset(void) { CHECKGLERROR - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) { qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR } @@ -1082,14 +1092,23 @@ void R_Shadow_RenderMode_Reset(void) GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); + R_SetupGenericShader(false); +} + +void R_Shadow_ClearStencil(void) +{ + CHECKGLERROR + GL_Clear(GL_STENCIL_BUFFER_BIT); + r_refdef.stats.lights_clears++; } -void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil) +void R_Shadow_RenderMode_StencilShadowVolumes(void) { CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_ColorMask(0, 0, 0, 0); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR + R_SetupDepthOrShadowShader(); qglDepthFunc(GL_LESS);CHECKGLERROR qglEnable(GL_STENCIL_TEST);CHECKGLERROR r_shadow_rendermode = r_shadow_shadowingrendermode; @@ -1110,9 +1129,6 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil) qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } - if (clearstencil) - GL_Clear(GL_STENCIL_BUFFER_BIT); - r_refdef.stats.lights_clears++; } void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) @@ -1136,10 +1152,11 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); - CHECKGLERROR } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX) + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); } void R_Shadow_RenderMode_VisibleShadowVolumes(void) @@ -1525,16 +1542,13 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu } } -static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes - GL_Color(0.1 * r_refdef.view.colorscale, 0.025 * r_refdef.view.colorscale, 0, 1); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); } -static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); @@ -1554,8 +1568,11 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, } //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); - R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + if(rsurface.texture->colormapping) + { + R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + } R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture)); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); @@ -1565,14 +1582,14 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR } } -static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b) +static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b) { // shared final code for all the dot3 layers int renders; @@ -1580,11 +1597,11 @@ static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int num for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) { GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); } } -static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) { rmeshstate_t m; // colorscale accounts for how much we multiply the brightness @@ -1699,7 +1716,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); @@ -1720,10 +1737,10 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) { rmeshstate_t m; // colorscale accounts for how much we multiply the brightness @@ -1759,7 +1776,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); @@ -1790,7 +1807,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); @@ -1807,7 +1824,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); @@ -1844,7 +1861,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); @@ -1888,7 +1905,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); @@ -1924,7 +1941,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); @@ -1941,7 +1958,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second pass memset(&m, 0, sizeof(m)); @@ -1962,10 +1979,10 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) { float glossexponent; rmeshstate_t m; @@ -1993,14 +2010,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fourth pass memset(&m, 0, sizeof(m)); @@ -2011,7 +2028,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int m.texmatrix[0] = rsurface.entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fifth pass memset(&m, 0, sizeof(m)); @@ -2048,14 +2065,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fourth pass memset(&m, 0, sizeof(m)); @@ -2089,14 +2106,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fourth pass memset(&m, 0, sizeof(m)); @@ -2112,7 +2129,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int m.texmatrix[1] = rsurface.entitytoattenuationz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); // fifth pass memset(&m, 0, sizeof(m)); @@ -2133,10 +2150,10 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // ARB path (any Geforce, any Radeon) qboolean doambient = ambientscale > 0; @@ -2146,28 +2163,28 @@ static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, return; R_Mesh_ColorPointer(NULL, 0, 0); if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); if (dopants) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); } if (doshirt) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); } if (dospecular) - R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale); } -void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2) +static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) { int renders; int i; @@ -2178,6 +2195,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int *newe; const int *e; float *c; + int maxtriangles = 4096; int newelements[4096*3]; R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2); for (renders = 0;renders < 64;renders++) @@ -2215,9 +2233,9 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, newe[2] = e[2]; newnumtriangles++; newe += 3; - if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3]))) + if (newnumtriangles >= maxtriangles) { - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0); + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0); newnumtriangles = 0; newe = newelements; stop = false; @@ -2226,11 +2244,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, } if (newnumtriangles >= 1) { - // if all triangles are included, use the original array to take advantage of the bufferobject if possible - if (newnumtriangles == numtriangles) - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); - else - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0); + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0); stop = false; } // if we couldn't find any lit triangles, exit early @@ -2259,7 +2273,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, } } -static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // OpenGL 1.1 path (anything) float ambientcolorbase[3], diffusecolorbase[3]; @@ -2272,8 +2286,6 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants); VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt); VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texmatrix[0] = rsurface.texture->currenttexmatrix; @@ -2300,21 +2312,21 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice } R_Mesh_TextureState(&m); //R_Mesh_TexBind(0, R_GetTexture(basetexture)); - R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase); + R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); if (dopants) { R_Mesh_TexBind(0, R_GetTexture(pantstexture)); - R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants); + R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants); } if (doshirt) { R_Mesh_TexBind(0, R_GetTexture(shirttexture)); - R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt); + R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt); } } extern cvar_t gl_lightmaps; -void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset) +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject) { float ambientscale, diffusescale, specularscale; vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; @@ -2362,16 +2374,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2384,16 +2396,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2451,7 +2463,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes; int lighttris, shadowtris, shadowmeshes, shadowmeshtris; entity_render_t *ent = r_refdef.scene.worldentity; - model_t *model = r_refdef.scene.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; unsigned char *data; // compile the light @@ -2474,7 +2486,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) // this variable must be set for the CompileShadowVolume code r_shadow_compilingrtlight = rtlight; R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles); - 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, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs); + 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, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; @@ -2566,9 +2578,10 @@ void R_Shadow_UncompileWorldLights(void) { size_t lightindex; dlight_t *light; - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; R_RTLight_Uncompile(&light->rtlight); @@ -2758,12 +2771,12 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned // decrement stencil if backface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_front); qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR - R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0); + R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); // increment stencil if frontface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_back); qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } - R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0); + R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); GL_LockArrays(0, 0); } CHECKGLERROR @@ -2781,7 +2794,7 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned if (CHECKPVSBIT(trispvs, t)) shadowmarklist[numshadowmark++] = t; } - R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); } else if (numsurfaces) r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); @@ -2807,6 +2820,7 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity RSurf_ActiveModelEntity(ent, true, true); + GL_AlphaTest(false); Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); @@ -2822,6 +2836,7 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c // set up properties for rendering light onto this entity RSurf_ActiveWorldEntity(); + GL_AlphaTest(false); rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight; Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); @@ -2834,7 +2849,7 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c void R_Shadow_DrawEntityLight(entity_render_t *ent) { - model_t *model = ent->model; + dp_model_t *model = ent->model; if (!model->DrawLight) return; @@ -2854,10 +2869,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) int numlightentities_noselfshadow; int numshadowentities; int numshadowentities_noselfshadow; - entity_render_t *lightentities[MAX_EDICTS]; - entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; - entity_render_t *shadowentities[MAX_EDICTS]; - entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; + static entity_render_t *lightentities[MAX_EDICTS]; + static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; + static entity_render_t *shadowentities[MAX_EDICTS]; + static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) // skip lights that are basically invisible (color 0 0 0) @@ -2912,7 +2927,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // dynamic light, world available and can receive realtime lighting // calculate lit surfaces and leafs R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); - r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs); + r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs); leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; @@ -2958,7 +2973,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { for (i = 0;i < r_refdef.scene.numentities;i++) { - model_t *model; + dp_model_t *model; entity_render_t *ent = r_refdef.scene.entities[i]; vec3_t org; if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) @@ -3032,7 +3047,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // count this light in the r_speeds r_refdef.stats.lights++; - if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) + if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) { // optionally draw visible shape of the shadow volumes // for performance analysis by level designers @@ -3045,11 +3060,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); } - if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) + if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) { // draw stencil shadow volumes to mask off pixels that are in shadow // so that they won't receive lighting - R_Shadow_RenderMode_StencilShadowVolumes(true); + R_Shadow_ClearStencil(); + R_Shadow_RenderMode_StencilShadowVolumes(); if (numsurfaces) R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs); for (i = 0;i < numshadowentities;i++) @@ -3070,7 +3086,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } - R_Shadow_RenderMode_StencilShadowVolumes(false); + R_Shadow_RenderMode_StencilShadowVolumes(); } for (i = 0;i < numshadowentities_noselfshadow;i++) R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); @@ -3132,37 +3148,40 @@ void R_ShadowVolumeLighting(qboolean visible) int lnum; size_t lightindex; dlight_t *light; + size_t range; if (r_editlights.integer) R_Shadow_DrawLightSprites(); R_Shadow_RenderMode_Begin(); - flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) { lightindex = r_shadow_debuglight.integer; - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light && (light->flags & flag)) R_DrawRTLight(&light->rtlight, visible); } else { - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light && (light->flags & flag)) R_DrawRTLight(&light->rtlight, visible); } } - if (r_refdef.rtdlight) + if (r_refdef.scene.rtdlight) for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) R_DrawRTLight(&r_refdef.scene.lights[lnum], visible); R_Shadow_RenderMode_End(); } -extern void R_SetupView(void); +extern void R_SetupView(qboolean allowwaterclippingplane); +extern cvar_t r_shadows; extern cvar_t r_shadows_throwdistance; void R_DrawModelShadows(void) { @@ -3172,6 +3191,7 @@ void R_DrawModelShadows(void) vec3_t relativelightorigin; vec3_t relativelightdirection; vec3_t relativeshadowmins, relativeshadowmaxs; + vec3_t tmp; float vertex3f[12]; if (!r_drawentities.integer || !gl_stencil) @@ -3189,7 +3209,8 @@ void R_DrawModelShadows(void) else r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL; - R_Shadow_RenderMode_StencilShadowVolumes(true); + R_Shadow_ClearStencil(); + R_Shadow_RenderMode_StencilShadowVolumes(); for (i = 0;i < r_refdef.scene.numentities;i++) { @@ -3200,7 +3221,42 @@ void R_DrawModelShadows(void) relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); - VectorNegate(ent->modellight_lightdir, relativelightdirection); + + if(r_shadows.integer == 2) + { + // 2: simpler mode, throw shadows always DOWN + VectorSet(tmp, 0, 0, -1); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); + } + else + { + if(ent->entitynumber != 0) + { + // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) + int entnum, entnum2, recursion; + entnum = entnum2 = ent->entitynumber; + for(recursion = 32; recursion > 0; --recursion) + { + entnum2 = cl.entities[entnum].state_current.tagentity; + if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) + entnum = entnum2; + else + break; + } + if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain + { + VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); + // transform into modelspace of OUR entity + Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); + } + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); RSurf_ActiveModelEntity(ent, false, false); ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); @@ -3241,71 +3297,154 @@ void R_DrawModelShadows(void) qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR // apply the blend to the shadowed areas - R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); + R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); // restoring the perspective view is done by R_RenderScene - //R_SetupView(); + //R_SetupView(true); // restore other state to normal R_Shadow_RenderMode_End(); } +void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) +{ + // if it's too close, skip it + if (VectorLength(rtlight->color) < (1.0f / 256.0f)) + return; + if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f) + return; + if (usequery && r_numqueries + 2 <= r_maxqueries) + { + rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++]; + rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++]; + CHECKGLERROR + qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); + R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); + qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); + R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); + qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + CHECKGLERROR + } + rtlight->corona_visibility = 1; +} + +void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) +{ + vec3_t color; + GLint allpixels = 0, visiblepixels = 0; + // now we have to check the query result + if (rtlight->corona_queryindex_visiblepixels) + { + CHECKGLERROR + qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); + qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); + CHECKGLERROR + //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels); + if (visiblepixels < 1 || allpixels < 1) + return; + rtlight->corona_visibility *= (float)visiblepixels / (float)allpixels; + cscale *= rtlight->corona_visibility; + } + else + { + // FIXME: these traces should scan all render entities instead of cl.world + if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + return; + } + VectorScale(rtlight->color, cscale, color); + if (VectorLength(color) > (1.0f / 256.0f)) + R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1); +} + void R_DrawCoronas(void) { int i, flag; - float cscale, scale; + qboolean usequery; size_t lightindex; dlight_t *light; rtlight_t *rtlight; + size_t range; if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer) return; + if (r_waterstate.renderingscene) + return; + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; R_Mesh_Matrix(&identitymatrix); - flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - // FIXME: these traces should scan all render entities instead of cl.world - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + + // check occlusion of coronas + // use GL_ARB_occlusion_query if available + // otherwise use raytraces + r_numqueries = 0; + usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer; + if (usequery) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + GL_ColorMask(0,0,0,0); + if (r_maxqueries < range + r_refdef.scene.numlights) + if (r_maxqueries < R_MAX_OCCLUSION_QUERIES) + { + i = r_maxqueries; + r_maxqueries = (range + r_refdef.scene.numlights) * 2; + r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES); + CHECKGLERROR + qglGenQueriesARB(r_maxqueries - i, r_queries + i); + CHECKGLERROR + } + } + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; rtlight = &light->rtlight; + rtlight->corona_visibility = 0; + rtlight->corona_queryindex_visiblepixels = 0; + rtlight->corona_queryindex_allpixels = 0; if (!(rtlight->flags & flag)) continue; - if (rtlight->corona * r_coronas.value <= 0) + if (rtlight->corona <= 0) continue; if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex) continue; - cscale = rtlight->corona * r_coronas.value* 0.25f; - scale = rtlight->radius * rtlight->coronasizescale; - if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 16.0f * 16.0f) - continue; - if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) - continue; - R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); + R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery); } for (i = 0;i < r_refdef.scene.numlights;i++) { rtlight = &r_refdef.scene.lights[i]; + rtlight->corona_visibility = 0; + rtlight->corona_queryindex_visiblepixels = 0; + rtlight->corona_queryindex_allpixels = 0; if (!(rtlight->flags & flag)) continue; if (rtlight->corona <= 0) continue; - if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f) + R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery); + } + if (usequery) + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + + // now draw the coronas using the query data for intensity info + for (lightindex = 0;lightindex < range;lightindex++) + { + light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) continue; - if (gl_flashblend.integer) - { - cscale = rtlight->corona * 1.0f; - scale = rtlight->radius * rtlight->coronasizescale * 2.0f; - } - else - { - cscale = rtlight->corona * r_coronas.value* 0.25f; - scale = rtlight->radius * rtlight->coronasizescale; - } - if (VectorLength(rtlight->color) * cscale < (1.0f / 256.0f)) + rtlight = &light->rtlight; + if (rtlight->corona_visibility <= 0) continue; - if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); + } + for (i = 0;i < r_refdef.scene.numlights;i++) + { + rtlight = &r_refdef.scene.lights[i]; + if (rtlight->corona_visibility <= 0) continue; - R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); + if (gl_flashblend.integer) + R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f); + else + R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); } } @@ -3393,6 +3532,9 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) // if a cubemap loaded, upload it if (cubemappixels) { + if (developer_loading.integer) + Con_Printf("loading cubemap \"%s\"\n", basename); + if (!r_shadow_filters_texturepool) r_shadow_filters_texturepool = R_AllocTexturePool(); cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0), NULL); @@ -3400,11 +3542,15 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) } else { - Con_Printf("Failed to load Cubemap \"%s\", tried ", basename); - for (j = 0;j < 3;j++) - for (i = 0;i < 6;i++) - Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); - Con_Print(" and was unable to find any of them.\n"); + Con_DPrintf("failed to load cubemap \"%s\"\n", basename); + if (developer_loading.integer) + { + Con_Printf("(tried tried images "); + for (j = 0;j < 3;j++) + for (i = 0;i < 6;i++) + Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); + Con_Print(" and was unable to find any of them).\n"); + } } return cubemaptexture; } @@ -3414,19 +3560,26 @@ rtexture_t *R_Shadow_Cubemap(const char *basename) int i; for (i = 0;i < numcubemaps;i++) if (!strcasecmp(cubemaps[i].basename, basename)) - return cubemaps[i].texture; + return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube; if (i >= MAX_CUBEMAPS) return r_texture_whitecube; numcubemaps++; strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename)); cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); - if (!cubemaps[i].texture) - cubemaps[i].texture = r_texture_whitecube; return cubemaps[i].texture; } void R_Shadow_FreeCubemaps(void) { + int i; + for (i = 0;i < numcubemaps;i++) + { + if (developer_loading.integer) + Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename); + if (cubemaps[i].texture) + R_FreeTexture(cubemaps[i].texture); + } + numcubemaps = 0; R_FreeTexturePool(&r_shadow_filters_texturepool); } @@ -3484,9 +3637,10 @@ void R_Shadow_ClearWorldLights(void) { size_t lightindex; dlight_t *light; - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light) R_Shadow_FreeWorldLight(light); } @@ -3547,9 +3701,10 @@ void R_Shadow_DrawLightSprites(void) { size_t lightindex; dlight_t *light; - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (light) R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); } @@ -3562,11 +3717,12 @@ void R_Shadow_SelectLightInView(void) dlight_t *best; size_t lightindex; dlight_t *light; + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked best = NULL; bestrating = 0; - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; VectorSubtract(light->origin, r_refdef.view.origin, temp); @@ -3633,7 +3789,18 @@ void R_Shadow_LoadWorldLights(void) t++; } *s = 0; - a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); +#if _MSC_VER >= 1400 +#define sscanf sscanf_s +#endif + cubemapname[sizeof(cubemapname)-1] = 0; +#if MAX_QPATH != 128 +#error update this code if MAX_QPATH changes +#endif + a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname +#if _MSC_VER >= 1400 +, sizeof(cubemapname) +#endif +, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); *s = tempchar; if (a < 18) flags = LIGHTFLAG_REALTIMEMODE; @@ -3685,7 +3852,9 @@ void R_Shadow_SaveWorldLights(void) char *buf, *oldbuf; char name[MAX_QPATH]; char line[MAX_INPUTLINE]; - if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up... + // I hate lines which are 3 times my screen size :( --blub + if (!range) return; if (cl.worldmodel == NULL) { @@ -3696,17 +3865,17 @@ void R_Shadow_SaveWorldLights(void) strlcat (name, ".rtlights", sizeof (name)); bufchars = bufmaxchars = 0; buf = NULL; - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE) - sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2]) - sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); else - sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style); if (bufchars + strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; @@ -4413,6 +4582,7 @@ void R_Shadow_EditLights_EditAll_f(void) { size_t lightindex; dlight_t *light; + size_t range; if (!r_editlights.integer) { @@ -4420,9 +4590,11 @@ void R_Shadow_EditLights_EditAll_f(void) return; } - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + // EditLights doesn't seem to have a "remove" command or something so: + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; R_Shadow_SelectLight(light); @@ -4433,7 +4605,7 @@ void R_Shadow_EditLights_EditAll_f(void) void R_Shadow_EditLights_DrawSelectedLightProperties(void) { int lightnumber, lightcount; - size_t lightindex; + size_t lightindex, range; dlight_t *light; float x, y; char temp[256]; @@ -4444,35 +4616,36 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0); lightnumber = -1; lightcount = 0; - for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++) + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; if (light == r_shadow_selectedlight) lightnumber = lightindex; lightcount++; } - sprintf(temp, "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; - sprintf(temp, "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; y += 8; if (r_shadow_selectedlight == NULL) return; - sprintf(temp, "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void) @@ -4661,7 +4834,7 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) { - ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f); + ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f); r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); } else