From 28b0a330e246a39640743688f0f8ad1fb2c4d247 Mon Sep 17 00:00:00 2001 From: havoc Date: Mon, 15 Mar 2004 05:27:02 +0000 Subject: [PATCH] reorganized texture setup code in R_Shadow_RenderLighting to be cleaner, fixed CVA locking in voodoo1/2 paths (it was locked while the color array update was happening, no good) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4020 d7cf8633-e32d-0410-b094-e92efae38249 --- r_shadow.c | 116 ++++++++++++++++++++++++++--------------------------- 1 file changed, 58 insertions(+), 58 deletions(-) diff --git a/r_shadow.c b/r_shadow.c index e62ff118..b2e4d973 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1240,24 +1240,24 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord[0] = texcoord2f; m.texcombinergb[0] = GL_REPLACE; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[2] = varray_texcoord3f[2]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1292,33 +1292,33 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1352,32 +1352,32 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = texcoord2f; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_State(&m); GL_LockArrays(0, numverts); GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1397,27 +1397,27 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); + m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[3] = varray_texcoord2f[3]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1451,37 +1451,37 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1522,21 +1522,21 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1554,30 +1554,30 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } - m.pointer_texcoord[0] = texcoord2f; R_Mesh_State(&m); GL_LockArrays(0, numverts); GL_ColorMask(1,1,1,0); @@ -1601,21 +1601,21 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1633,18 +1633,18 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = texcoord2f; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_State(&m); GL_LockArrays(0, numverts); GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1664,21 +1664,21 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1696,33 +1696,33 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) { m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } - m.pointer_texcoord[0] = texcoord2f; R_Mesh_State(&m); GL_LockArrays(0, numverts); GL_ColorMask(1,1,1,0); @@ -1761,7 +1761,6 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); } R_Mesh_State(&m); - GL_LockArrays(0, numverts); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); @@ -1771,11 +1770,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight); else R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } - GL_LockArrays(0, 0); } } } -- 2.39.2