X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=4bb7823ef29774396134868c066204a30cfc79c2;hb=ea3f4513f96a21ae1bcbaae4a4997968ace1ab95;hp=59d729963c1e72a2d3f2dce5e6ebfcb97b4abb4b;hpb=70d1f73e28359028771c9bb391e46f0a7835c810;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 59d72996..4bb7823e 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -174,11 +174,11 @@ int *vertexremap; int vertexupdatenum; int r_shadow_buffer_numleafpvsbytes; -qbyte *r_shadow_buffer_leafpvs; +unsigned char *r_shadow_buffer_leafpvs; int *r_shadow_buffer_leaflist; int r_shadow_buffer_numsurfacepvsbytes; -qbyte *r_shadow_buffer_surfacepvs; +unsigned char *r_shadow_buffer_surfacepvs; int *r_shadow_buffer_surfacelist; rtexturepool_t *r_shadow_texturepool; @@ -280,10 +280,23 @@ 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 vec3 CubeVector;\n" +"varying myhvec3 CubeVector;\n" "varying vec3 LightVector;\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" @@ -329,28 +342,33 @@ const char *builtinshader_light_frag = "// written by Forest 'LordHavoc' Hale\n" "\n" "// use half floats if available for math performance\n" -"#ifndef GEFORCEFX\n" -"#define half float\n" -"#define hvec2 vec2\n" -"#define hvec3 vec3\n" -"#define hvec4 vec4\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 hvec3 LightColor;\n" +"uniform myhvec3 LightColor;\n" "#ifdef USEOFFSETMAPPING\n" -"uniform half OffsetMapping_Scale;\n" -"uniform half OffsetMapping_Bias;\n" +"uniform myhalf OffsetMapping_Scale;\n" +"uniform myhalf OffsetMapping_Bias;\n" "#endif\n" "#ifdef USESPECULAR\n" -"uniform half SpecularPower;\n" +"uniform myhalf SpecularPower;\n" "#endif\n" "#ifdef USEFOG\n" -"uniform half FogRangeRecip;\n" +"uniform myhalf FogRangeRecip;\n" "#endif\n" -"uniform half AmbientScale;\n" -"uniform half DiffuseScale;\n" +"uniform myhalf AmbientScale;\n" +"uniform myhalf DiffuseScale;\n" "#ifdef USESPECULAR\n" -"uniform half SpecularScale;\n" +"uniform myhalf SpecularScale;\n" "#endif\n" "\n" "uniform sampler2D Texture_Normal;\n" @@ -366,7 +384,7 @@ const char *builtinshader_light_frag = "#endif\n" "\n" "varying vec2 TexCoord;\n" -"varying vec3 CubeVector;\n" +"varying myhvec3 CubeVector;\n" "varying vec3 LightVector;\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" "varying vec3 EyeVector;\n" @@ -382,17 +400,17 @@ const char *builtinshader_light_frag = " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" -" half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" +" myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" -" colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\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" -" hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" -" hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\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" @@ -400,26 +418,26 @@ const char *builtinshader_light_frag = "\n" " // get the surface normal\n" "#ifdef SURFACENORMALIZE\n" -" hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" "#else\n" -" hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n" +" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" "#endif\n" "\n" " // calculate shading\n" -" hvec3 diffusenormal = hvec3(normalize(LightVector));\n" -" hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\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" -" hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n" -" color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\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 *= hvec3(textureCube(Texture_Cube, CubeVector));\n" +" color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // calculate fragment color (apply light color and attenuation/fog scaling)\n" -" gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n" +" gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n" "}\n" ; @@ -463,8 +481,8 @@ void r_shadow_start(void) 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); - fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false); + 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; @@ -496,6 +514,9 @@ void r_shadow_start(void) } 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"; } @@ -725,7 +746,7 @@ int *R_Shadow_ResizeShadowElements(int numtris) maxshadowelements = numtris * 24; if (shadowelements) Mem_Free(shadowelements); - shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); + shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); } return shadowelements; } @@ -741,8 +762,8 @@ 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 = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); - r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); + 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)); } if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { @@ -751,8 +772,8 @@ 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 = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); - r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); + 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)); } } @@ -766,8 +787,8 @@ void R_Shadow_PrepareShadowMark(int numtris) Mem_Free(shadowmark); if (shadowmarklist) Mem_Free(shadowmarklist); - shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); - shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); shadowmarkcount = 0; } shadowmarkcount++; @@ -794,8 +815,8 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * Mem_Free(vertexupdate); if (vertexremap) Mem_Free(vertexremap); - vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); - vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); vertexupdatenum = 0; } vertexupdatenum++; @@ -915,6 +936,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, 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); + renderstats.lights_dynamicshadowtriangles += tris; R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); } @@ -964,6 +986,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); return; } + renderstats.lights_shadowtriangles += numtriangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -974,15 +997,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); R_Mesh_Draw(0, numvertices, numtriangles, element3i); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtriangles; // increment stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } R_Mesh_Draw(0, numvertices, numtriangles, element3i); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtriangles; GL_LockArrays(0, 0); } @@ -990,14 +1009,14 @@ static void R_Shadow_MakeTextures(void) { int x, y, z, d; float v[3], intensity; - qbyte *data; + unsigned char *data; R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); r_shadow_attenpower = r_shadow_lightattenuationpower.value; r_shadow_attenscale = r_shadow_lightattenuationscale.value; #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 - data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); + data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); for (y = 0;y < ATTEN2DSIZE;y++) { for (x = 0;x < ATTEN2DSIZE;x++) @@ -1068,8 +1087,12 @@ static matrix4x4_t r_shadow_entitytolight; static matrix4x4_t r_shadow_entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 static matrix4x4_t r_shadow_entitytoattenuationz; -// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha -static vec3_t r_shadow_entitylightcolor; +// 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; @@ -1161,7 +1184,7 @@ void R_Shadow_Stage_StencilShadowVolumes(void) qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } GL_Clear(GL_STENCIL_BUFFER_BIT); - c_rt_clears++; + renderstats.lights_clears++; } void R_Shadow_Stage_Lighting(int stenciltest) @@ -1200,8 +1223,7 @@ void R_Shadow_Stage_Lighting(int stenciltest) m.tex[1] = R_GetTexture(r_texture_white); // diffuse m.tex[2] = R_GetTexture(r_texture_white); // gloss m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter - // TODO: support fog (after renderer is converted to texture fog) - m.tex[4] = R_GetTexture(r_texture_white); // fog + m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); @@ -1211,10 +1233,10 @@ void R_Shadow_Stage_Lighting(int stenciltest) // 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 (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG]) - // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG; if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER]) r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER; if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING]) @@ -1228,7 +1250,7 @@ void R_Shadow_Stage_Lighting(int stenciltest) // TODO: support fog (after renderer is converted to texture fog) if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG) { - qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "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 @@ -1399,7 +1421,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1); //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); //qglEnable(GL_SCISSOR_TEST); - c_rt_scissored++; + renderstats.lights_scissored++; return false; } @@ -1409,105 +1431,102 @@ 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); -static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) +static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg) { 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 dist, dot, distintensity, shadeintensity, v[3], n[3]; - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (r_textureunits.integer >= 3) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = DotProduct(v, v)) < 1) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - dist = sqrt(dist); - distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); 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; + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce; + if (fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + VectorScale(color4f, f, color4f); + } } else - { - color4f[0] = ambientcolor[0] * distintensity - reduce; - color4f[1] = ambientcolor[1] * distintensity - reduce; - color4f[2] = ambientcolor[2] * distintensity - reduce; - } - color4f[0] = bound(0, color4f[0], 1); - color4f[1] = bound(0, color4f[1], 1); - color4f[2] = bound(0, color4f[2], 1); + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } -} - -static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) -{ - 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 dist, dot, distintensity, shadeintensity, v[3], n[3]; - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + else if (r_textureunits.integer >= 2) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) > 0) + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1) { - 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; + distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); + 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; + } + else + { + color4f[0] = ambientcolor[0] * distintensity - reduce; + color4f[1] = ambientcolor[1] * distintensity - reduce; + color4f[2] = ambientcolor[2] * distintensity - reduce; + } + if (fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + VectorScale(color4f, f, color4f); + } } else - { - color4f[0] = ambientcolor[0] * distintensity - reduce; - color4f[1] = ambientcolor[1] * distintensity - reduce; - color4f[2] = ambientcolor[2] * distintensity - reduce; - } - color4f[0] = bound(0, color4f[0], 1); - color4f[1] = bound(0, color4f[1], 1); - color4f[2] = bound(0, color4f[2], 1); + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } -} - -static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) -{ - 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 dot, shadeintensity, v[3], n[3]; - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + else { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) > 0) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - 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; - color4f[0] = bound(0, color4f[0], 1); - color4f[1] = bound(0, color4f[1], 1); - color4f[2] = bound(0, color4f[2], 1); + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = DotProduct(v, v)) < 1) + { + 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) + { + 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; + } + else + { + color4f[0] = ambientcolor[0] * distintensity - reduce; + color4f[1] = ambientcolor[1] * distintensity - reduce; + color4f[2] = ambientcolor[2] * distintensity - reduce; + } + if (fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + VectorScale(color4f, f, color4f); + } + } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } @@ -1606,19 +1625,16 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) int surfacelistindex; - 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 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 (doambientpants || dodiffusepants) + 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 (doambientshirt || dodiffuseshirt) + 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 (!doambientbase && !dodiffusebase && !dospecular) + if (!dobase && !dospecular) return; R_Mesh_TexMatrix(0, &texture->currenttexmatrix); R_Mesh_TexBind(0, R_GetTexture(normalmaptexture)); @@ -1647,8 +1663,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); } } @@ -1831,8 +1845,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -1861,8 +1873,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en { 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } @@ -1904,8 +1914,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -1944,8 +1952,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -1962,8 +1968,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2002,8 +2006,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2055,8 +2057,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2103,8 +2103,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2121,8 +2119,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2151,8 +2147,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en { 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } @@ -2182,8 +2176,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2196,11 +2188,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en // 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); @@ -2218,8 +2206,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2258,8 +2244,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2272,11 +2256,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en // 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); @@ -2313,8 +2293,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2327,11 +2305,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en // 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); @@ -2357,8 +2331,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); m.pointer_vertex = rsurface_vertex3f; @@ -2386,8 +2358,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en { 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } @@ -2477,19 +2447,69 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t * #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++) { - if (r_textureunits.integer >= 3) - R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders); - else if (r_textureunits.integer >= 2) - R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders); - else - R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, 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, 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); - c_rt_lightmeshes++; - c_rt_lighttris += surface->num_triangles; +#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); + } } } } @@ -2517,10 +2537,11 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t } } -void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic) +void R_RTLight_Update(dlight_t *light, int isstatic) { int j, k; float scale; + rtlight_t *rtlight = &light->rtlight; R_RTLight_Uncompile(rtlight); memset(rtlight, 0, sizeof(*rtlight)); @@ -2559,7 +2580,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i 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 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light); + 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; } @@ -2570,7 +2591,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces; entity_render_t *ent = r_refdef.worldentity; model_t *model = r_refdef.worldmodel; - qbyte *data; + unsigned char *data; // compile the light rtlight->compiled = true; @@ -2594,13 +2615,13 @@ 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 = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); rtlight->static_numleafs = numleafs; rtlight->static_numleafpvsbytes = numleafpvsbytes; - rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs; - rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes; + rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; + rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes; rtlight->static_numsurfaces = numsurfaces; - rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces; + rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces; if (numleafs) memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); if (numleafpvsbytes) @@ -2672,6 +2693,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num R_Mesh_Matrix(&ent->matrix); for (mesh = 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) @@ -2680,15 +2702,11 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; // increment stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; GL_LockArrays(0, 0); } } @@ -2713,12 +2731,18 @@ 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 lightcolorbase, int numsurfaces, int *surfacelist) +void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist) { // set up properties for rendering light onto this entity - r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha; - r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha; - r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha; + 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_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); @@ -2736,9 +2760,9 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l } } if (ent == r_refdef.worldentity) - ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist); + ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist); else - ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist); + ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist); } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) @@ -2748,7 +2772,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) vec3_t lightcolor; int numleafs, numsurfaces; int *leaflist, *surfacelist; - qbyte *leafpvs; + unsigned char *leafpvs; int numlightentities; int numshadowentities; entity_render_t *lightentities[MAX_EDICTS]; @@ -2758,7 +2782,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f)) return; - f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; + 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; @@ -2858,7 +2882,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) return; R_Shadow_Stage_ActiveLight(rtlight); - c_rt_lights++; + renderstats.lights++; usestencil = false; if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) @@ -2913,8 +2937,8 @@ void R_ShadowVolumeLighting(qboolean visible) if (light->flags & flag) R_DrawRTLight(&light->rtlight, visible); if (r_rtdlight) - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - R_DrawRTLight(&light->rtlight, visible); + for (lnum = 0;lnum < r_refdef.numlights;lnum++) + R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible); R_Shadow_Stage_End(); } @@ -2959,7 +2983,7 @@ static int componentorder[4] = {0, 1, 2, 3}; rtexture_t *R_Shadow_LoadCubemap(const char *basename) { int i, j, cubemapsize; - qbyte *cubemappixels, *image_rgba; + unsigned char *cubemappixels, *image_rgba; rtexture_t *cubemaptexture; char name[256]; // must start 0 so the first loadimagepixels has no requested width/height @@ -2985,7 +3009,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) { cubemapsize = image_width; // note this clears to black, so unavailable sides are black - cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); + cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); } // copy the image with any flipping needed by the suffix (px and posx types don't need flipping) if (cubemappixels) @@ -3042,7 +3066,7 @@ void R_Shadow_FreeCubemaps(void) dlight_t *R_Shadow_NewWorldLight(void) { dlight_t *light; - light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); + light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); light->next = r_shadow_worldlightchain; r_shadow_worldlightchain = light; return light; @@ -3076,7 +3100,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve light->flags = flags; Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1); - R_RTLight_UpdateFromDLight(&light->rtlight, light, true); + R_RTLight_Update(light, true); } void R_Shadow_FreeWorldLight(dlight_t *light) @@ -3110,20 +3134,20 @@ void R_Shadow_SelectLight(dlight_t *light) void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) { float scale = r_editlights_cursorgrid.value * 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); + R_DrawSprite(GL_ONE, GL_ONE, lighttextures[0], 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) { float intensity; const dlight_t *light; - light = calldata1; + light = (dlight_t *)calldata1; 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], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); + R_DrawSprite(GL_ONE, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void) @@ -3179,7 +3203,7 @@ void R_Shadow_LoadWorldLights(void) } FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); - lightsstring = (char *)FS_LoadFile(name, tempmempool, false); + lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL); if (lightsstring) { s = lightsstring; @@ -3288,7 +3312,7 @@ void R_Shadow_SaveWorldLights(void) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; - buf = Mem_Alloc(tempmempool, bufmaxchars); + buf = (char *)Mem_Alloc(tempmempool, bufmaxchars); if (oldbuf) { if (bufchars) @@ -3320,7 +3344,7 @@ void R_Shadow_LoadLightsFile(void) } FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); strlcat (name, ".lights", sizeof (name)); - lightsstring = (char *)FS_LoadFile(name, tempmempool, false); + lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL); if (lightsstring) { s = lightsstring; @@ -3376,7 +3400,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) // try to load a .ent file first FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key)); strlcat (key, ".ent", sizeof (key)); - data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true); + data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL); // and if that is not found, fall back to the bsp file entity string if (!data) data = r_refdef.worldmodel->brush.entities;