X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=fce433789a3b97940c52951371605a53ab22e47b;hp=a929ff5b78e6e7b1512b133525009f3b342194fd;hb=69a9f6bb4ea7d2a62b22238da58fe99d0ebd41d8;hpb=fab6eb344365652bd53d03faa1ea43e14fbe1d7f diff --git a/r_shadow.c b/r_shadow.c index a929ff5b..fce43378 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -142,26 +142,29 @@ demonstrated by the game Doom3. extern void R_Shadow_EditLights_Init(void); -typedef enum r_shadowstage_e +typedef enum r_shadow_rendermode_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_SHADOW_RENDERMODE_NONE, + R_SHADOW_RENDERMODE_STENCIL, + R_SHADOW_RENDERMODE_STENCILTWOSIDE, + R_SHADOW_RENDERMODE_LIGHT_VERTEX, + R_SHADOW_RENDERMODE_LIGHT_DOT3, + R_SHADOW_RENDERMODE_LIGHT_GLSL, + R_SHADOW_RENDERMODE_VISIBLEVOLUMES, + R_SHADOW_RENDERMODE_VISIBLELIGHTING, } -r_shadowstage_t; +r_shadow_rendermode_t; -r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE; +r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; +r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; +r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE; -mempool_t *r_shadow_mempool; - -int maxshadowelements; +int maxshadowtriangles; int *shadowelements; +int maxshadowvertices; +float *shadowvertex3f; + int maxshadowmark; int numshadowmark; int *shadowmark; @@ -191,46 +194,37 @@ char r_shadow_mapname[MAX_QPATH]; // used only for light filters (cubemaps) 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_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"}; -cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"}; -cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"}; -cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"}; -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", "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_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_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", "0"}; -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_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"}; -cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"}; -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_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_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; +cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; +cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "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_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"}; +cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"}; +cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; +cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"}; +cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; +cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; +cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"}; +cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; +cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"}; +cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; +cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; +cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; +cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; +cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; +cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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 gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; +cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"}; +cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; +cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; +cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; +cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; +cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; float r_shadow_attenpower, r_shadow_attenscale; @@ -240,8 +234,6 @@ dlight_t *r_shadow_selectedlight; dlight_t r_shadow_bufferlight; vec3_t r_editlights_cursorlocation; -rtexture_t *lighttextures[5]; - extern int con_vislines; typedef struct cubemapinfo_s @@ -255,16 +247,6 @@ cubemapinfo_t; static int numcubemaps; static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; -#define SHADERPERMUTATION_SPECULAR (1<<0) -#define SHADERPERMUTATION_FOG (1<<1) -#define SHADERPERMUTATION_CUBEFILTER (1<<2) -#define SHADERPERMUTATION_OFFSETMAPPING (1<<3) -#define SHADERPERMUTATION_SURFACENORMALIZE (1<<4) -#define SHADERPERMUTATION_GEFORCEFX (1<<5) -#define SHADERPERMUTATION_COUNT (1<<6) - -GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT]; - void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); @@ -276,177 +258,8 @@ void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); -const char *builtinshader_light_vert = -"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" -"// written by Forest 'LordHavoc' Hale\n" -"\n" -"// use half floats if available for math performance\n" -"#ifdef GEFORCEFX\n" -"#define myhalf half\n" -"#define myhvec2 hvec2\n" -"#define myhvec3 hvec3\n" -"#define myhvec4 hvec4\n" -"#else\n" -"#define myhalf float\n" -"#define myhvec2 vec2\n" -"#define myhvec3 vec3\n" -"#define myhvec4 vec4\n" -"#endif\n" -"\n" -"uniform vec3 LightPosition;\n" -"\n" -"varying vec2 TexCoord;\n" -"varying myhvec3 CubeVector;\n" -"varying vec3 LightVector;\n" -"\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" -"uniform vec3 EyePosition;\n" -"varying vec3 EyeVector;\n" -"#endif\n" -"\n" -"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" -"\n" -"void main(void)\n" -"{\n" -" // copy the surface texcoord\n" -" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" -"\n" -" // transform vertex position into light attenuation/cubemap space\n" -" // (-1 to +1 across the light box)\n" -" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" -"\n" -" // transform unnormalized light direction into tangent space\n" -" // (we use unnormalized to ensure that it interpolates correctly and then\n" -" // normalize it per pixel)\n" -" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" -"\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" -" // transform unnormalized eye direction into tangent space\n" -" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -" // transform vertex to camera space, using ftransform to match non-VS\n" -" // rendering\n" -" gl_Position = ftransform();\n" -"}\n" -; - -const char *builtinshader_light_frag = -"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" -"// written by Forest 'LordHavoc' Hale\n" -"\n" -"// use half floats if available for math performance\n" -"#ifdef GEFORCEFX\n" -"#define myhalf half\n" -"#define myhvec2 hvec2\n" -"#define myhvec3 hvec3\n" -"#define myhvec4 hvec4\n" -"#else\n" -"#define myhalf float\n" -"#define myhvec2 vec2\n" -"#define myhvec3 vec3\n" -"#define myhvec4 vec4\n" -"#endif\n" -"\n" -"uniform myhvec3 LightColor;\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform myhalf OffsetMapping_Scale;\n" -"uniform myhalf OffsetMapping_Bias;\n" -"#endif\n" -"#ifdef USESPECULAR\n" -"uniform myhalf SpecularPower;\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform myhalf FogRangeRecip;\n" -"#endif\n" -"uniform myhalf AmbientScale;\n" -"uniform myhalf DiffuseScale;\n" -"#ifdef USESPECULAR\n" -"uniform myhalf SpecularScale;\n" -"#endif\n" -"\n" -"uniform sampler2D Texture_Normal;\n" -"uniform sampler2D Texture_Color;\n" -"#ifdef USESPECULAR\n" -"uniform sampler2D Texture_Gloss;\n" -"#endif\n" -"#ifdef USECUBEFILTER\n" -"uniform samplerCube Texture_Cube;\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform sampler2D Texture_FogMask;\n" -"#endif\n" -"\n" -"varying vec2 TexCoord;\n" -"varying myhvec3 CubeVector;\n" -"varying vec3 LightVector;\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" -"varying vec3 EyeVector;\n" -"#endif\n" -"\n" -"void main(void)\n" -"{\n" -" // attenuation\n" -" //\n" -" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" -" // center and sharp falloff at the edge, this is about the most efficient\n" -" // we can get away with as far as providing illumination.\n" -" //\n" -" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" -" // provide significant illumination, large = slow = pain.\n" -" myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" -"\n" -"#ifdef USEFOG\n" -" // apply fog\n" -" colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n" -"#endif\n" -"\n" -"#ifdef USEOFFSETMAPPING\n" -" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n" -" myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" -" myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" -" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" -" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" -"#define TexCoord TexCoordOffset\n" -"#endif\n" -"\n" -" // get the surface normal\n" -"#ifdef SURFACENORMALIZE\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -"#else\n" -" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" -"#endif\n" -"\n" -" // calculate shading\n" -" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" -" myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" -"#ifdef USESPECULAR\n" -" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" -" color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" -"#endif\n" -"\n" -"#ifdef USECUBEFILTER\n" -" // apply light cubemap filter\n" -" color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" -"#endif\n" -"\n" -" // calculate fragment color (apply light color and attenuation/fog scaling)\n" -" gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n" -"}\n" -; - void r_shadow_start(void) { - int i; - // use half float math where available (speed gain on NVIDIA GFFX and GF6) - if (gl_support_half_float) - Cvar_SetValue("r_shadow_glsl_usehalffloat", 1); // allocate vertex processing arrays numcubemaps = 0; r_shadow_attenuation2dtexture = NULL; @@ -455,8 +268,10 @@ void r_shadow_start(void) r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); - maxshadowelements = 0; + maxshadowtriangles = 0; shadowelements = NULL; + maxshadowvertices = 0; + shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; @@ -472,107 +287,23 @@ void r_shadow_start(void) r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - r_shadow_program_light[i] = 0; - if (gl_support_fragment_shader) - { - char *vertstring, *fragstring; - int vertstrings_count; - int fragstrings_count; - const char *vertstrings_list[SHADERPERMUTATION_COUNT+1]; - const char *fragstrings_list[SHADERPERMUTATION_COUNT+1]; - vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL); - fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - { - vertstrings_count = 0; - fragstrings_count = 0; - if (i & SHADERPERMUTATION_SPECULAR) - { - vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n"; - fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n"; - } - if (i & SHADERPERMUTATION_FOG) - { - vertstrings_list[vertstrings_count++] = "#define USEFOG\n"; - fragstrings_list[fragstrings_count++] = "#define USEFOG\n"; - } - if (i & SHADERPERMUTATION_CUBEFILTER) - { - vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n"; - fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n"; - } - if (i & SHADERPERMUTATION_OFFSETMAPPING) - { - vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n"; - fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n"; - } - if (i & SHADERPERMUTATION_SURFACENORMALIZE) - { - vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n"; - fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n"; - } - if (i & SHADERPERMUTATION_GEFORCEFX) - { - // if the extension does not exist, don't try to compile it - if (!gl_support_half_float) - continue; - vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n"; - fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n"; - } - vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert; - fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag; - r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); - if (!r_shadow_program_light[i]) - { - Con_Printf("permutation %s %s %s %s %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" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light"); - continue; - } - qglUseProgramObjectARB(r_shadow_program_light[i]); - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR - if (i & SHADERPERMUTATION_SPECULAR) - { - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR - } - if (i & SHADERPERMUTATION_CUBEFILTER) - { - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR - } - if (i & SHADERPERMUTATION_FOG) - { - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR - } - } - qglUseProgramObjectARB(0); - if (fragstring) - Mem_Free(fragstring); - if (vertstring) - Mem_Free(vertstring); - } } void r_shadow_shutdown(void) { - int i; R_Shadow_UncompileWorldLights(); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - { - if (r_shadow_program_light[i]) - { - GL_Backend_FreeProgram(r_shadow_program_light[i]); - r_shadow_program_light[i] = 0; - } - } numcubemaps = 0; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); - maxshadowelements = 0; + maxshadowtriangles = 0; if (shadowelements) Mem_Free(shadowelements); shadowelements = NULL; + if (shadowvertex3f) + Mem_Free(shadowvertex3f); + shadowvertex3f = NULL; maxvertexupdate = 0; if (vertexupdate) Mem_Free(vertexupdate); @@ -635,19 +366,12 @@ void R_Shadow_Help_f(void) "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_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" -"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n" -"r_shadow_glsl_usehalffloat : use lower quality lighting\n" -"r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n" "r_shadow_scissor : use scissor optimization\n" "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" -"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" +"r_showlighting : useful for performance testing; bright = slow!\n" +"r_showshadowvolumes : useful for performance testing; bright = slow!\n" "Commands:\n" "r_shadow_help : this help\n" ); @@ -678,28 +402,20 @@ void R_Shadow_Init(void) 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_texture3d); - Cvar_RegisterVariable(&r_shadow_visiblelighting); - Cvar_RegisterVariable(&r_shadow_visiblevolumes); - Cvar_RegisterVariable(&r_shadow_glsl); - Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); - Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale); - Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias); - Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat); - Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) { Cvar_SetValue("r_shadow_gloss", 2); Cvar_SetValue("r_shadow_bumpscale_basetexture", 4); } - Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f); + Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system"); R_Shadow_EditLights_Init(); - r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL); r_shadow_worldlightchain = NULL; - maxshadowelements = 0; + maxshadowtriangles = 0; shadowelements = NULL; + maxshadowvertices = 0; + shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; @@ -738,17 +454,24 @@ matrix4x4_t matrix_attenuationz = } }; -int *R_Shadow_ResizeShadowElements(int numtris) +void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles) { // make sure shadowelements is big enough for this volume - if (maxshadowelements < numtris * 24) + if (maxshadowtriangles < numtriangles) { - maxshadowelements = numtris * 24; + maxshadowtriangles = numtriangles; if (shadowelements) Mem_Free(shadowelements); - shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); + shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24])); + } + // make sure shadowvertex3f is big enough for this volume + if (maxshadowvertices < numvertices) + { + maxshadowvertices = numvertices; + if (shadowvertex3f) + Mem_Free(shadowvertex3f); + shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6])); } - return shadowelements; } static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) @@ -762,8 +485,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; - r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); - r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); + 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)); } if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { @@ -772,8 +495,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; - r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); - r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); + r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes); + r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); } } @@ -787,8 +510,8 @@ void R_Shadow_PrepareShadowMark(int numtris) Mem_Free(shadowmark); if (shadowmarklist) Mem_Free(shadowmarklist); - shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); - shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist)); shadowmarkcount = 0; } shadowmarkcount++; @@ -815,8 +538,8 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * Mem_Free(vertexupdate); if (vertexremap) Mem_Free(vertexremap); - vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); - vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); + vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); vertexupdatenum = 0; } vertexupdatenum++; @@ -933,11 +656,11 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, if (!numverts || !nummarktris) return; // make sure shadowelements is big enough for this volume - if (maxshadowelements < nummarktris * 24) - R_Shadow_ResizeShadowElements((nummarktris + 256) * 24); - tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris); + 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, projectdistance, nummarktris, marktris); renderstats.lights_dynamicshadowtriangles += tris; - R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); + 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 lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) @@ -983,7 +706,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte if (r_shadow_compilingrtlight) { // if we're compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); + Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); return; } renderstats.lights_shadowtriangles += numtriangles; @@ -991,7 +714,7 @@ 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 == R_SHADOWSTAGE_STENCIL) + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces @@ -1072,32 +795,21 @@ void R_Shadow_ValidateCvars(void) // light currently being rendered 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; +vec3_t r_shadow_entityeyeorigin; // this is the location of the light in entity space -static vec3_t r_shadow_entitylightorigin; +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; +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; +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_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha -static vec3_t r_shadow_entitylightcolorbase; -// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha -static vec3_t r_shadow_entitylightcolorpants; -// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha -static vec3_t r_shadow_entitylightcolorshirt; - -static int r_shadow_lightpermutation; -static int r_shadow_lightprog; - -void R_Shadow_Stage_Begin(void) +matrix4x4_t r_shadow_entitytoattenuationz; + +void R_Shadow_RenderMode_Begin(void) { rmeshstate_t m; @@ -1110,48 +822,62 @@ void R_Shadow_Stage_Begin(void) R_Shadow_MakeTextures(); memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_State(&m); GL_Color(0, 0, 0, 1); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - r_shadowstage = R_SHADOWSTAGE_NONE; + + r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; + + if (gl_ext_stenciltwoside.integer) + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE; + else + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL; + + if (r_glsl.integer && gl_support_fragment_shader) + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; + else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil) + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3; + else + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; } -void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight) +void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight) { r_shadow_rtlight = rtlight; } -void R_Shadow_Stage_Reset(void) +void R_Shadow_RenderMode_Reset(void) { rmeshstate_t m; - if (gl_support_stenciltwoside) - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); - if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL) + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_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 + // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering qglBegin(GL_TRIANGLES); qglEnd(); CHECKGLERROR } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); } -void R_Shadow_Stage_StencilShadowVolumes(void) +void R_Shadow_RenderMode_StencilShadowVolumes(void) { - R_Shadow_Stage_Reset(); + R_Shadow_RenderMode_Reset(); GL_Color(1, 1, 1, 1); GL_ColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); + if (!r_showtrispass) + qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); //if (r_shadow_shadow_polygonoffset.value != 0) //{ // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); @@ -1163,9 +889,9 @@ void R_Shadow_Stage_StencilShadowVolumes(void) 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_shadow_rendermode = r_shadow_shadowingrendermode; + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_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 @@ -1177,7 +903,6 @@ void R_Shadow_Stage_StencilShadowVolumes(void) } else { - r_shadowstage = R_SHADOWSTAGE_STENCIL; qglEnable(GL_CULL_FACE); qglStencilMask(~0); // this is changed by every shadow render so its value here is unimportant @@ -1187,21 +912,24 @@ void R_Shadow_Stage_StencilShadowVolumes(void) renderstats.lights_clears++; } -void R_Shadow_Stage_Lighting(int stenciltest) +void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) { - rmeshstate_t m; - R_Shadow_Stage_Reset(); + R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - qglPolygonOffset(0, 0); + if (!r_showtrispass) + qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - qglDepthFunc(GL_EQUAL); + if (transparent) + qglDepthFunc(GL_LEQUAL); + else + qglDepthFunc(GL_EQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE); - if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE) + if (stenciltest) qglEnable(GL_STENCIL_TEST); else qglDisable(GL_STENCIL_TEST); @@ -1210,129 +938,87 @@ void R_Shadow_Stage_Lighting(int stenciltest) // 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); - 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 - m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog - //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix - R_Mesh_State(&m); + r_shadow_rendermode = r_shadow_lightingrendermode; + // do global setup needed for the chosen lighting mode + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal + R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse + R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss + R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter + R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog + R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants + R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt + //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix 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 (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG]) - r_shadow_lightpermutation |= SHADERPERMUTATION_FOG; - if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR]) - r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR; - 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; - if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE]) - r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE; - if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX]) - r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX; - 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"), fograngerecip);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 && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil) - r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3; - else - r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX; } -void R_Shadow_Stage_VisibleShadowVolumes(void) +void R_Shadow_RenderMode_VisibleShadowVolumes(void) { - R_Shadow_Stage_Reset(); + R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); - GL_DepthTest(r_shadow_visiblevolumes.integer < 2); - qglPolygonOffset(0, 0); + GL_DepthTest(!r_showdisabledepthtest.integer); + if (!r_showtrispass) + 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; + r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; } -void R_Shadow_Stage_VisibleLighting(int stenciltest) +void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent) { - R_Shadow_Stage_Reset(); + R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); - GL_DepthTest(r_shadow_visiblelighting.integer < 2); - qglPolygonOffset(0, 0); + GL_DepthTest(!r_showdisabledepthtest.integer); + if (!r_showtrispass) + 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); + if (transparent) + qglDepthFunc(GL_LEQUAL); + else + 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; + r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } -void R_Shadow_Stage_End(void) +void R_Shadow_RenderMode_End(void) { - R_Shadow_Stage_Reset(); - R_Shadow_Stage_ActiveLight(NULL); + R_Shadow_RenderMode_Reset(); + R_Shadow_RenderMode_ActiveLight(NULL); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); - qglPolygonOffset(0, 0); + if (!r_showtrispass) + qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); qglDepthFunc(GL_LEQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglEnable(GL_CULL_FACE); qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); if (gl_support_stenciltwoside) qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglStencilMask(~0); qglStencilFunc(GL_ALWAYS, 128, ~0); - r_shadowstage = R_SHADOWSTAGE_NONE; + r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) @@ -1429,14 +1115,14 @@ extern float *rsurface_vertex3f; extern float *rsurface_svector3f; extern float *rsurface_tvector3f; extern float *rsurface_normal3f; -extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg); +extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents); -static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg) +static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor) { int numverts = surface->num_vertices; float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; - float *color4f = varray_color4f + 4 * surface->num_firstvertex; + float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex; float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { @@ -1444,15 +1130,15 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) > 0) + if ((dot = DotProduct(n, v)) < 0) { - shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce; + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]); + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]); + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]); if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); VectorScale(color4f, f, color4f); } } @@ -1470,22 +1156,22 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ { distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) > 0) + if ((dot = DotProduct(n, v)) < 0) { - shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce; + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; } else { - color4f[0] = ambientcolor[0] * distintensity - reduce; - color4f[1] = ambientcolor[1] * distintensity - reduce; - color4f[2] = ambientcolor[2] * distintensity - reduce; + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; } if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); VectorScale(color4f, f, color4f); } } @@ -1504,22 +1190,22 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ dist = sqrt(dist); distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) > 0) + if ((dot = DotProduct(n, v)) < 0) { - shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce; + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; } else { - color4f[0] = ambientcolor[0] * distintensity - reduce; - color4f[1] = ambientcolor[1] * distintensity - reduce; - color4f[2] = ambientcolor[2] * distintensity - reduce; + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; } if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); VectorScale(color4f, f, color4f); } } @@ -1531,36 +1217,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ } // TODO: use glTexGen instead of feeding vertices to texcoordpointer? -#define USETEXMATRIX - -#ifndef USETEXMATRIX -// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually -// if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE -static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) -{ - do - { - tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3]; - tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3]; - tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3]; - vertex3f += 3; - tc3f += 3; - } - while (--numverts); -} - -static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) -{ - do - { - tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3]; - tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3]; - vertex3f += 3; - tc2f += 2; - } - while (--numverts); -} -#endif static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) { @@ -1568,7 +1224,7 @@ static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numver float lightdir[3]; for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { - VectorSubtract(vertex3f, relativelightorigin, lightdir); + VectorSubtract(relativelightorigin, vertex3f, lightdir); // the cubemap normalizes this for us out3f[0] = DotProduct(svector3f, lightdir); out3f[1] = DotProduct(tvector3f, lightdir); @@ -1582,9 +1238,9 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve float lightdir[3], eyedir[3], halfdir[3]; for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { - VectorSubtract(vertex3f, relativelightorigin, lightdir); + VectorSubtract(relativelightorigin, vertex3f, lightdir); VectorNormalize(lightdir); - VectorSubtract(vertex3f, relativeeyeorigin, eyedir); + VectorSubtract(relativeeyeorigin, vertex3f, eyedir); VectorNormalize(eyedir); VectorAdd(lightdir, eyedir, halfdir); // the cubemap normalizes this for us @@ -1594,69 +1250,34 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, const vec3_t modelorg) +static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes int surfacelistindex; rmeshstate_t m; - qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; - qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; - qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; - qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; - qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; - qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; - qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; - if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular) - return; GL_Color(0.1, 0.025, 0, 1); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); + RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, false); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle); GL_LockArrays(0, 0); } } -static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, const vec3_t modelorg) +static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, qboolean dopants, qboolean doshirt) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) int surfacelistindex; - qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; - qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; - qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; - qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; - // TODO: add direct pants/shirt rendering - if (dopants) - R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); - if (doshirt) - R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); - if (!dobase && !dospecular) - return; - R_Mesh_TexMatrix(0, &texture->currenttexmatrix); - R_Mesh_TexBind(0, R_GetTexture(normalmaptexture)); - R_Mesh_TexBind(1, R_GetTexture(basetexture)); - R_Mesh_TexBind(2, R_GetTexture(glosstexture)); - if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR) - { - qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR - } - qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR + R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - if (!rsurface_svector3f) - { - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); - } + RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); @@ -1667,873 +1288,780 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en } } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, const vec3_t modelorg) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) { - // ARB path (any Geforce, any Radeon) - int surfacelistindex; int renders; - float color2[3], colorscale; + float color2[3]; rmeshstate_t m; - qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; - qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; - qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; - qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; - qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; - qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; - qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; - // TODO: add direct pants/shirt rendering - if (doambientpants || dodiffusepants) - R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); - if (doambientshirt || dodiffuseshirt) - R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); - if (!doambientbase && !dodiffusebase && !dospecular) - return; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + GL_Color(1,1,1,1); + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4) + { + // 3 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.tex[1] = R_GetTexture(basetexture); + m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[1] = texture->currenttexmatrix; + m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.texmatrix[2] = r_shadow_entitytolight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2) { - const msurface_t *surface = surfacelist[surfacelistindex]; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - if (!rsurface_svector3f) + // 2 3D combine path (Geforce3, original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.tex[1] = R_GetTexture(basetexture); + m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[1] = texture->currenttexmatrix; + GL_BlendFunc(GL_ONE, GL_ONE); + } + else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) + { + // 4 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; + m.tex[2] = R_GetTexture(basetexture); + m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[2] = texture->currenttexmatrix; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[3] = rsurface_vertex3f; + m.texmatrix[3] = r_shadow_entitytolight; } - if (doambientbase) + GL_BlendFunc(GL_ONE, GL_ONE); + } + else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube) + { + // 3 2D combine path (Geforce3, original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; + m.tex[2] = R_GetTexture(basetexture); + m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[2] = texture->currenttexmatrix; + GL_BlendFunc(GL_ONE, GL_ONE); + } + else + { + // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { - GL_Color(1,1,1,1); - colorscale = r_shadow_rtlight->ambientscale; - // colorscale accounts for how much we multiply the brightness - // during combine. - // - // mult is how many times the final pass of the lighting will be - // performed to get more brightness than otherwise possible. - // - // Limit mult to 64 for sanity sake. - if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4) - { - // 3 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[1] = texture->currenttexmatrix; - m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - GL_BlendFunc(GL_ONE, GL_ONE); - } - 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)); - m.pointer_vertex = rsurface_vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[1] = texture->currenttexmatrix; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube) - { - // 4 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[2] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[3] = rsurface_vertex3f; - m.texmatrix[3] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[3] = varray_texcoord3f[3]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube) - { - // 3 2D combine path (Geforce3, original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[2] = texture->currenttexmatrix; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); + m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + // this final code is shared + R_Mesh_State(&m); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + } + GL_LockArrays(0, 0); +} - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - // this final code is shared - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) +{ + int renders; + float color2[3]; + rmeshstate_t m; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + GL_Color(1,1,1,1); + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) + { + // 3/2 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.texmatrix[2] = r_shadow_entitytoattenuationxyz; + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; } - if (dodiffusebase) + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) + { + // 1/2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { - GL_Color(1,1,1,1); - colorscale = r_shadow_rtlight->diffusescale; - // colorscale accounts for how much we multiply the brightness - // during combine. - // - // mult is how many times the final pass of the lighting will be - // performed to get more brightness than otherwise possible. - // - // Limit mult to 64 for sanity sake. - if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) - { - // 3/2 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - 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] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); + m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube) + { + // 2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - 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)); - m.pointer_vertex = rsurface_vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_textureunits.integer >= 4) + { + // 4/2 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.texmatrix[2] = r_shadow_entitytoattenuationxyz; + m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[3] = rsurface_vertex3f; + m.texmatrix[3] = r_shadow_entitytoattenuationz; + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - 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] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else + { + // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - 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)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - 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] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_textureunits.integer >= 4) - { - // 4/2 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - 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] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[3] = rsurface_vertex3f; - m.texmatrix[3] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[3] = varray_texcoord2f[3]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + // this final code is shared + R_Mesh_State(&m); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + VectorScale(lightcolorbase, colorscale, color2); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + } + GL_LockArrays(0, 0); +} - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) +{ + int renders; + float color2[3]; + rmeshstate_t m; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + // FIXME: detect blendsquare! + //if (!gl_support_blendsquare) + // return; + GL_Color(1,1,1,1); + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != 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 = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_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(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == 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 = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_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(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else + { + // 2/0/0/2/2 2D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_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(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - 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] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.texmatrix[0] = r_shadow_entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytoattenuationz; + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.texmatrix[1] = r_shadow_entitytolight; + } + 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(lightcolorbase, colorscale, color2); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + } + GL_LockArrays(0, 0); +} + +static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, qboolean dopants, qboolean doshirt) +{ + // ARB path (any Geforce, any Radeon) + int surfacelistindex; + qboolean doambient = r_shadow_rtlight->ambientscale > 0; + qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0; + qboolean dospecular = specularscale > 0; + if (!doambient && !dodiffuse && !dospecular) + return; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + const msurface_t *surface = surfacelist[surfacelistindex]; + RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true); + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); + if (dopants) + { + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); + } + if (doshirt) + { + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); + } + if (dospecular) + R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale); + } +} + +void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2) +{ + int renders; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); + for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++) + { + int i; + float *c; +#if 1 + // due to low fillrate on the cards this vertex lighting path is + // designed for, we manually cull all triangles that do not + // contain a lit vertex + int draw; + const int *e; + int newnumtriangles; + int *newe; + int newelements[3072]; + draw = false; + newnumtriangles = 0; + newe = newelements; + for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3) + { + if (newnumtriangles >= 1024) + { GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements); GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + newnumtriangles = 0; + newe = newelements; } - // 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(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01) { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + newe[0] = e[0]; + newe[1] = e[1]; + newe[2] = e[2]; + newnumtriangles++; + newe += 3; + draw = true; } - GL_LockArrays(0, 0); } - if (dospecular) + if (newnumtriangles >= 1) { - // FIXME: detect blendsquare! - //if (gl_support_blendsquare) - { - colorscale = specularscale; - GL_Color(1,1,1,1); - 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 = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - 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] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_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(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - // 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - 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 = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - 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] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_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(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - // 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else - { - // 2/0/0/2/2 2D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - 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] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_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(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - // 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements); + GL_LockArrays(0, 0); + draw = true; + } + if (!draw) + break; #else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); + for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + if (VectorLength2(c)) + goto goodpass; + break; +goodpass: + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_LockArrays(0, 0); #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(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - 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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); - } + // now reduce the intensity for the next overbright pass + for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + { + c[0] = max(0, c[0] - 1); + c[1] = max(0, c[1] - 1); + c[2] = max(0, c[2] - 1); } } } -static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, const vec3_t modelorg) +static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, qboolean dopants, qboolean doshirt) { int surfacelistindex; - int renders; - float ambientcolor2[3], diffusecolor2[3]; + float ambientcolorbase[3], diffusecolorbase[3]; + float ambientcolorpants[3], diffusecolorpants[3]; + float ambientcolorshirt[3], diffusecolorshirt[3]; rmeshstate_t m; - qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; - qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; - qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; - qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; - qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; - qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; - //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; - // TODO: add direct pants/shirt rendering - if (doambientpants || dodiffusepants) - R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); - if (doambientshirt || dodiffuseshirt) - R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); - if (!doambientbase && !dodiffusebase) - return; - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2); - GL_BlendFunc(GL_ONE, GL_ONE); + VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase); + VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase); + VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants); + VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants); + VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt); + VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); if (r_textureunits.integer >= 2) { // voodoo2 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX m.texmatrix[1] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif if (r_textureunits.integer >= 3) { // Geforce3/Radeon class but not using dot3 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX m.texmatrix[2] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif } } - m.pointer_color = varray_color4f; + m.pointer_color = rsurface_array_color4f; R_Mesh_State(&m); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - if (!rsurface_svector3f) - { - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); - } + RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, true, false); // OpenGL 1.1 path (anything) R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); R_Mesh_TexMatrix(0, &texture->currenttexmatrix); if (r_textureunits.integer >= 2) { // voodoo2 or TNT -#ifdef USETEXMATRIX R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f); -#else - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif if (r_textureunits.integer >= 3) { // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) -#ifdef USETEXMATRIX R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f); -#else - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif } } - R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0, modelorg); - for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++) + R_Mesh_TexBind(0, R_GetTexture(basetexture)); + R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase); + if (dopants) { - int i; - float *c; -#if 1 - // due to low fillrate on the cards this vertex lighting path is - // designed for, we manually cull all triangles that do not - // contain a lit vertex - int draw; - const int *e; - int newnumtriangles; - int *newe; - int newelements[3072]; - draw = false; - newnumtriangles = 0; - newe = newelements; - for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3) - { - if (newnumtriangles >= 1024) - { - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements); - GL_LockArrays(0, 0); - newnumtriangles = 0; - newe = newelements; - } - if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01) - { - newe[0] = e[0]; - newe[1] = e[1]; - newe[2] = e[2]; - newnumtriangles++; - newe += 3; - draw = true; - } - } - if (newnumtriangles >= 1) - { - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements); - GL_LockArrays(0, 0); - draw = true; - } - if (!draw) - break; -#else - for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) - if (VectorLength2(c)) - goto goodpass; - break; -goodpass: - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); -#endif - // now reduce the intensity for the next overbright pass - for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) - { - c[0] = max(0, c[0] - 1); - c[1] = max(0, c[1] - 1); - c[2] = max(0, c[2] - 1); - } + R_Mesh_TexBind(0, R_GetTexture(pantstexture)); + R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants); + } + if (doshirt) + { + R_Mesh_TexBind(0, R_GetTexture(shirttexture)); + R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt); } } } -void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, 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 specularscale, const vec3_t modelorg) +void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist) { // FIXME: support MATERIALFLAG_NODEPTHTEST - switch (r_shadowstage) + vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; + // calculate colors to render this texture with + lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha; + lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha; + lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha; + if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + return; + if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) + qglDisable(GL_CULL_FACE); + else + qglEnable(GL_CULL_FACE); + if (texture->colormapping) { - case R_SHADOWSTAGE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); - break; - case R_SHADOWSTAGE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); - break; - case R_SHADOWSTAGE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); - break; - case R_SHADOWSTAGE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); - break; - default: - Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage); - break; + qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f); + qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); + if (dopants) + { + lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0]; + lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1]; + lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2]; + } + else + VectorClear(lightcolorpants); + if (doshirt) + { + lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0]; + lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1]; + lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2]; + } + else + VectorClear(lightcolorshirt); + switch (r_shadow_rendermode) + { + case R_SHADOW_RENDERMODE_VISIBLELIGHTING: + R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + break; + case R_SHADOW_RENDERMODE_LIGHT_GLSL: + R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + break; + case R_SHADOW_RENDERMODE_LIGHT_DOT3: + R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX: + R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + break; + default: + Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); + break; + } + } + else + { + switch (r_shadow_rendermode) + { + case R_SHADOW_RENDERMODE_VISIBLELIGHTING: + R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + break; + case R_SHADOW_RENDERMODE_LIGHT_GLSL: + R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + break; + case R_SHADOW_RENDERMODE_LIGHT_DOT3: + R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX: + R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + break; + default: + Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); + break; + } } } @@ -2577,11 +2105,6 @@ void R_RTLight_Update(dlight_t *light, int isstatic) for (k = 0;k < 3;k++) for (j = 0;j < 4;j++) rtlight->matrix_worldtolight.m[k][j] *= scale; - - rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f); - rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius; - VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light); - rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2; } // compiles rtlight geometry @@ -2615,7 +2138,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->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 = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); rtlight->static_numleafs = numleafs; rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; @@ -2681,22 +2204,22 @@ void R_Shadow_UncompileWorldLights(void) R_RTLight_Uncompile(&light->rtlight); } -void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist) +void R_Shadow_DrawEntityShadow(entity_render_t *ent, 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) + if (r_shadow_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) + for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { renderstats.lights_shadowtriangles += mesh->numtriangles; R_Mesh_VertexPointer(mesh->vertex3f); GL_LockArrays(0, mesh->numverts); - if (r_shadowstage == R_SHADOWSTAGE_STENCIL) + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces @@ -2713,13 +2236,13 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num else if (numsurfaces) { R_Mesh_Matrix(&ent->matrix); - ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs); + ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs); } } else { - Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin); - relativeshadowradius = rtlight->radius / ent->scale; + Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin); + relativeshadowradius = r_shadow_rtlight->radius / ent->scale; relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius; @@ -2731,45 +2254,30 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num } } -void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist) +void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity - r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; - r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; - r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; - r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha; - r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha; - r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha; - r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha; - r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha; - r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha; - Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix); + Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_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_shadow_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 - } - } +} + +void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist) +{ + R_Shadow_SetupEntityLight(ent); if (ent == r_refdef.worldentity) - ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist); + ent->model->DrawLight(ent, numsurfaces, surfacelist); else - ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist); + ent->model->DrawLight(ent, 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; unsigned char *leafpvs; @@ -2778,30 +2286,34 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) 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 < (1.0f / 32768.0f)) + // 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) + if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f)) return; + // 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) + // compile light + if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer) + R_RTLight_Compile(rtlight); + // load cubemap + rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; + + // look up the light style value at this time f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; - VectorScale(rtlight->color, f, lightcolor); - if (VectorLength2(lightcolor) < (1.0f / 32768.0f)) - return; + VectorScale(rtlight->color, f, rtlight->currentcolor); /* if (rtlight->selected) { f = 2 + sin(realtime * M_PI * 4.0); - VectorScale(lightcolor, f, lightcolor); + VectorScale(rtlight->currentcolor, f, rtlight->currentcolor); } */ - // 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) - // compile light - if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer) - R_RTLight_Compile(rtlight); - // load cubemap - r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; + // if lightstyle is currently off, don't draw the light + if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f)) + return; // if the light box is offscreen, skip it if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) @@ -2852,12 +2364,16 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs)) return; + // make a list of lit entities and shadow casting entities numlightentities = 0; - if (numsurfaces) - lightentities[numlightentities++] = r_refdef.worldentity; numshadowentities = 0; + // don't count the world unless some surfaces are actually lit if (numsurfaces) + { + lightentities[numlightentities++] = r_refdef.worldentity; shadowentities[numshadowentities++] = r_refdef.worldentity; + } + // add dynamic entities that are lit by the light if (r_drawentities.integer) { for (i = 0;i < r_refdef.numentities;i++) @@ -2881,37 +2397,53 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (!numlightentities) return; - R_Shadow_Stage_ActiveLight(rtlight); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + + // make this the active rtlight for rendering purposes + R_Shadow_RenderMode_ActiveLight(rtlight); + // count this light in the r_speeds renderstats.lights++; usestencil = false; - if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) - { - usestencil = true; - R_Shadow_Stage_StencilShadowVolumes(); - for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist); - } - - if (numlightentities && !visible) + if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) { - R_Shadow_Stage_Lighting(usestencil); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist); - } + // draw stencil shadow volumes to mask off pixels that are in shadow + // so that they won't receive lighting + if (gl_stencil) + { + usestencil = true; + R_Shadow_RenderMode_StencilShadowVolumes(); + for (i = 0;i < numshadowentities;i++) + R_Shadow_DrawEntityShadow(shadowentities[i], 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); + // optionally draw visible shape of the shadow volumes + // for performance analysis by level designers + if (r_showshadowvolumes.integer) + { + R_Shadow_RenderMode_VisibleShadowVolumes(); + for (i = 0;i < numshadowentities;i++) + R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist); + } } - if (numlightentities && visible && r_shadow_visiblelighting.integer > 0) + if (numlightentities) { - R_Shadow_Stage_VisibleLighting(usestencil); + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(usestencil, false); for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist); + R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist); + + // optionally draw the illuminated areas + // for performance analysis by level designers + if (r_showlighting.integer) + { + R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist); + } } } @@ -2923,7 +2455,7 @@ void R_ShadowVolumeLighting(qboolean visible) if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) R_Shadow_EditLights_Reload_f(); - R_Shadow_Stage_Begin(); + R_Shadow_RenderMode_Begin(); flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) @@ -2940,7 +2472,7 @@ void R_ShadowVolumeLighting(qboolean visible) for (lnum = 0;lnum < r_refdef.numlights;lnum++) R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible); - R_Shadow_Stage_End(); + R_Shadow_RenderMode_End(); } //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; @@ -3066,7 +2598,7 @@ void R_Shadow_FreeCubemaps(void) dlight_t *R_Shadow_NewWorldLight(void) { dlight_t *light; - light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); + light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t)); light->next = r_shadow_worldlightchain; r_shadow_worldlightchain = light; return light; @@ -3131,41 +2663,32 @@ void R_Shadow_SelectLight(dlight_t *light) r_shadow_selectedlight->selected = true; } -void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) +void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { float scale = r_editlights_cursorgrid.value * 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); } -void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) +void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { float intensity; - const dlight_t *light; - light = (dlight_t *)calldata1; + const dlight_t *light = (dlight_t *)ent; intensity = 0.5; if (light->selected) intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); if (!light->shadow) intensity *= 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void) { int i; - cachepic_t *pic; dlight_t *light; - for (i = 0;i < 5;i++) - { - lighttextures[i] = NULL; - if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true))) - lighttextures[i] = pic->tex; - } - for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next) - R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5); - R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0); + R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight); + R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); } void R_Shadow_SelectLightInView(void) @@ -3288,7 +2811,7 @@ void R_Shadow_SaveWorldLights(void) size_t bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; - char line[1024]; + char line[MAX_INPUTLINE]; if (!r_shadow_worldlightchain) return; if (r_refdef.worldmodel == NULL) @@ -3390,7 +2913,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) char *entfiledata; const char *data; float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; - char key[256], value[1024]; + char key[256], value[MAX_INPUTLINE]; if (r_refdef.worldmodel == NULL) { @@ -3701,7 +3224,7 @@ void R_Shadow_EditLights_Edit_f(void) vec3_t origin, angles, color; vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; int style, shadows, flags, normalmode, realtimemode; - char cubemapname[1024]; + char cubemapname[MAX_INPUTLINE]; if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); @@ -3718,7 +3241,7 @@ void R_Shadow_EditLights_Edit_f(void) radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) - strcpy(cubemapname, r_shadow_selectedlight->cubemapname); + strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname)); else cubemapname[0] = 0; shadows = r_shadow_selectedlight->shadow; @@ -4216,19 +3739,19 @@ void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_cursorpushoff); Cvar_RegisterVariable(&r_editlights_cursorgrid); Cvar_RegisterVariable(&r_editlights_quakelightsizescale); - Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f); - Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f); - Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f); - Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f); - Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f); - Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f); - Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f); - Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f); - Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f); - Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f); - Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f); - Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f); - Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f); - Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f); + Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); + Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); + Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); + Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); + Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); + Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); + Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); + Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); + Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); + Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); + Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); + Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); + Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); + Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); }