cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
-cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
-cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
+cvar_t r_shadow_glsl_offsetmapping = {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_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
-cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
-cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
float r_shadow_attenpower, r_shadow_attenscale;
#define SHADERPERMUTATION_FOG (1<<1)
#define SHADERPERMUTATION_CUBEFILTER (1<<2)
#define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
-#define SHADERPERMUTATION_COUNT (1<<4)
+#define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
+#define SHADERPERMUTATION_GEFORCEFX (1<<5)
+#define SHADERPERMUTATION_COUNT (1<<6)
GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
"void main(void)\n"
"{\n"
" // copy the surface texcoord\n"
-" TexCoord = gl_MultiTexCoord0.st;\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"
"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
"// written by Forest 'LordHavoc' Hale\n"
"\n"
-"uniform vec3 LightColor;\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 float OffsetMapping_Scale;\n"
-"uniform float OffsetMapping_Bias;\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
"#endif\n"
"#ifdef USESPECULAR\n"
-"uniform float SpecularPower;\n"
+"uniform myhalf SpecularPower;\n"
"#endif\n"
"#ifdef USEFOG\n"
-"uniform float FogRangeRecip;\n"
+"uniform myhalf FogRangeRecip;\n"
"#endif\n"
-"uniform float AmbientScale;\n"
-"uniform float DiffuseScale;\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
"#ifdef USESPECULAR\n"
-"uniform float SpecularScale;\n"
+"uniform myhalf SpecularScale;\n"
"#endif\n"
"\n"
"uniform sampler2D Texture_Normal;\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"
-" float 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, vec2(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"
-" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
-" vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+" 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 texels - with a blendmap we'd need to blend multiple here\n"
-" vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
-" vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
-"#ifdef USESPECULAR\n"
-" vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\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"
-" vec3 diffusenormal = normalize(LightVector);\n"
-" vec3 color = colortexel * (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"
-" color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 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 *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+" color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
"#endif\n"
"\n"
-" // calculate fragment color\n"
-" gl_FragColor = vec4(LightColor * color * colorscale, 1);\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;
char *vertstring, *fragstring;
int vertstrings_count;
int fragstrings_count;
- const char *vertstrings_list[SHADERPERMUTATION_COUNT];
- const char *fragstrings_list[SHADERPERMUTATION_COUNT];
- vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
- fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
+ 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);
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
vertstrings_count = 0;
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)
+ {
+ 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 failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
+ 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]);
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
"r_shadow_realtime_world_compile : compile surface/visibility information\n"
-"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
"r_shadow_glsl : use OpenGL Shading Language for lighting\n"
"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
"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"
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
- Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_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)
{
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-static matrix4x4_t matrix_attenuationxyz =
+matrix4x4_t matrix_attenuationxyz =
{
{
{0.5, 0.0, 0.0, 0.5},
}
};
-static matrix4x4_t matrix_attenuationz =
+matrix4x4_t matrix_attenuationz =
{
{
{0.0, 0.0, 0.5, 0.5},
}
// light currently being rendered
-static rtlight_t *r_shadow_rtlight;
+rtlight_t *r_shadow_rtlight;
// light filter cubemap being used by the light
static rtexture_t *r_shadow_lightcubemap;
// this transforms only the Z to S, and T is always 0.5
static matrix4x4_t r_shadow_entitytoattenuationz;
// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
-static vec3_t r_shadow_entitylightcolor;
+static vec3_t r_shadow_entitylightcolorbase;
+// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorpants;
+// rtlight->color * r_dlightstylevalue[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;
r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
qglDisable(GL_CULL_FACE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
- qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
qglStencilMask(~0);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
else
{
// only add a feature to the permutation if that permutation exists
// (otherwise it might end up not using a shader at all, which looks
// worse than using less features)
- if (r_shadow_rtlight->specularscale && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
+ 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;
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)
qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
}
}
- else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ 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;
return true;
// the light area is visible, set up the scissor rectangle
- GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+ GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
//qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
//qglEnable(GL_SCISSOR_TEST);
c_rt_scissored++;
return false;
}
-static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+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);
+
+static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dist, dot, intensity, v[3], n[3];
+ 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)
{
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)
{
- dist = sqrt(dist);
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 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;
}
else
{
- VectorClear(color4f);
- color4f[3] = 1;
+ 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);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
-static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dist, dot, intensity, v[3], n[3];
+ 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)
{
Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1)
{
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 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;
}
else
{
- VectorClear(color4f);
- color4f[3] = 1;
+ 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);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
-static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dot, intensity, v[3], n[3];
+ 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)
{
Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
- }
- else
- {
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
-}
-
-static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
-{
- float *color4f = varray_color4f;
- float dist, intensity, v[3];
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = DotProduct(v, v)) < 1)
- {
- dist = sqrt(dist);
- intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ 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);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
- }
-}
-
-static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
-{
- float *color4f = varray_color4f;
- float dist, intensity, v[3];
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1)
- {
- intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
- }
- else
- {
- VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
VectorSubtract(vertex3f, relativelightorigin, lightdir);
- VectorNormalizeFast(lightdir);
+ VectorNormalize(lightdir);
VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
- VectorNormalizeFast(eyedir);
+ VectorNormalize(eyedir);
VectorAdd(lightdir, eyedir, halfdir);
// the cubemap normalizes this for us
out3f[0] = DotProduct(svector3f, halfdir);
}
}
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
+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)
{
- int renders;
- float color[3], color2[3], colorscale, specularscale;
+ // used to display how many times a surface is lit for level design purposes
+ int surfacelistindex;
rmeshstate_t m;
- // FIXME: support EF_NODEPTHTEST
- if (!basetexture)
- basetexture = r_texture_white;
- if (!bumptexture)
- bumptexture = r_texture_blanknormalmap;
- if (!pantstexture)
- lightcolorpants = vec3_origin;
- if (!shirttexture)
- lightcolorshirt = vec3_origin;
- if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
- else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = r_texture_white;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
- }
- else
+ 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++)
{
- glosstexture = r_texture_black;
- specularscale = 0;
+ const msurface_t *surface = surfacelist[surfacelistindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ 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);
}
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
+}
+
+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)
+{
+ // 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 dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+ // TODO: add direct pants/shirt rendering
+ if (doambientpants || dodiffusepants)
+ 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)
+ 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)
return;
- if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
+ 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)
{
- int passes = 0;
- if (r_shadow_glsl.integer && r_shadow_program_light[0])
- passes++; // GLSL shader path (GFFX5200, Radeon 9500)
- else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
- {
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- if (r_shadow_rtlight->ambientscale)
- {
- colorscale = r_shadow_rtlight->ambientscale;
- if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
- {
- }
- else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
- {
- }
- else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
- {
- }
- else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
- {
- }
- else
- passes++;
- VectorScale(lightcolorbase, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- if (r_shadow_rtlight->diffusescale)
- {
- colorscale = r_shadow_rtlight->diffusescale;
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
- {
- // 3/2 3D combine path (Geforce3, Radeon 8500)
- passes++;
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
- {
- // 1/2/2 3D combine path (original Radeon)
- passes += 2;
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
- {
- // 2/2 3D combine path (original Radeon)
- passes++;
- }
- else if (r_textureunits.integer >= 4)
- {
- // 4/2 2D combine path (Geforce3, Radeon 8500)
- passes++;
- }
- else
- {
- // 2/2/2 2D combine path (any dot3 card)
- passes += 2;
- }
- VectorScale(lightcolorbase, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- if (specularscale && glosstexture != r_texture_black)
- {
- //if (gl_support_blendsquare)
- {
- colorscale = specularscale;
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
- passes += 4;
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
- passes += 3;
- else
- passes += 4;
- VectorScale(lightcolorbase, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- }
- }
- else
- {
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- if (r_shadow_rtlight->ambientscale)
- {
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- if (r_shadow_rtlight->diffusescale)
- {
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- }
- if (passes)
- {
- GL_Color(0.1*passes, 0.025*passes, 0, 1);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- }
- return;
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
}
- else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- // GLSL shader path (GFFX5200, Radeon 9500)
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, texcoord2f);
- R_Mesh_TexCoordPointer(1, 3, svector3f);
- R_Mesh_TexCoordPointer(2, 3, tvector3f);
- R_Mesh_TexCoordPointer(3, 3, normal3f);
- R_Mesh_TexBind(0, R_GetTexture(bumptexture));
- R_Mesh_TexBind(1, R_GetTexture(basetexture));
- R_Mesh_TexBind(2, R_GetTexture(glosstexture));
- if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
+ 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)
{
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
+ 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);
}
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ 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 += numtriangles;
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- {
- R_Mesh_TexBind(1, R_GetTexture(pantstexture));
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- {
- R_Mesh_TexBind(1, R_GetTexture(shirttexture));
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
+ c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
}
- else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
+}
+
+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)
+{
+ // ARB path (any Geforce, any Radeon)
+ int surfacelistindex;
+ int renders;
+ float color2[3], colorscale;
+ 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++)
{
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- if (r_shadow_rtlight->ambientscale)
+ 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);
+ }
+ if (doambientbase)
{
GL_Color(1,1,1,1);
colorscale = r_shadow_rtlight->ambientscale;
{
// 3 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
}
{
// 2 3D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = texcoord2f;
+ 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 = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
{
// 3 2D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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] = texcoord2f;
+ 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 = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
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(firstvertex, numvertices);
+ 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(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
- if (r_shadow_rtlight->diffusescale)
+ if (dodiffusebase)
{
GL_Color(1,1,1,1);
colorscale = r_shadow_rtlight->diffusescale;
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
{
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
{
// 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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);
}
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
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(firstvertex, numvertices);
+ 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(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
- if (specularscale && glosstexture != r_texture_black)
+ if (dospecular)
{
// FIXME: detect blendsquare!
//if (gl_support_blendsquare)
{
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
+ 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(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
{
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
+ 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(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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);
}
{
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
+ 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(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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 += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
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(firstvertex, numvertices);
+ 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(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
}
}
- else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
+}
+
+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)
+{
+ int surfacelistindex;
+ int renders;
+ float ambientcolor2[3], diffusecolor2[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);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ if (r_textureunits.integer >= 2)
{
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- if (r_shadow_rtlight->ambientscale)
- {
- GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_textureunits.integer >= 2)
- {
- // voodoo2
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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);
+ if (r_textureunits.integer >= 3)
+ {
+ // Geforce3/Radeon class but not using dot3
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ m.texmatrix[2] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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
- }
- }
- if (r_textureunits.integer >= 3)
- m.pointer_color = NULL;
- else
- m.pointer_color = varray_color4f;
- R_Mesh_State(&m);
- 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);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- if (r_textureunits.integer >= 3)
- GL_Color(color[0], color[1], color[2], 1);
- else if (r_textureunits.integer >= 2)
- R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
- else
- R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
}
- if (r_shadow_rtlight->diffusescale)
+ }
+ m.pointer_color = varray_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)
{
- GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_textureunits.integer >= 2)
- {
- // voodoo2
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ 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);
+ }
+ // 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
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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);
+ if (r_textureunits.integer >= 3)
+ {
+ // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
#else
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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_Mesh_State(&m);
- 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);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- if (r_textureunits.integer >= 3)
- R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
- else if (r_textureunits.integer >= 2)
- R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
- else
- R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
}
}
+ 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);
+ 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;
+ }
+ }
+}
+
+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)
+{
+ // FIXME: support MATERIALFLAG_NODEPTHTEST
+ switch (r_shadowstage)
+ {
+ 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;
}
}
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
+ int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
qbyte *data;
if (model && model->GetLightInfo)
{
- // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
+ // this variable must be set for the CompileShadowVolume code
r_shadow_compilingrtlight = rtlight;
- R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces);
+ 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);
memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
if (numsurfaces)
memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
- if (model->DrawShadowVolume && rtlight->shadow)
- {
- rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
- model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
- rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
- }
- if (model->DrawLight)
- {
- rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
- rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
- }
- // switch back to rendering when DrawShadowVolume or DrawLight is called
+ if (model->CompileShadowVolume && rtlight->shadow)
+ model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ // now we're done compiling the rtlight
r_shadow_compilingrtlight = NULL;
}
}
}
- lightmeshes = 0;
- lighttris = 0;
- if (rtlight->static_meshchain_light)
- {
- shadowmesh_t *mesh;
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- {
- lightmeshes++;
- lighttris += mesh->numtriangles;
- }
- }
-
- Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
+ Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
if (rtlight->static_meshchain_shadow)
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
rtlight->static_meshchain_shadow = NULL;
- if (rtlight->static_meshchain_light)
- Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
- rtlight->static_meshchain_light = NULL;
// these allocations are grouped
if (rtlight->static_leaflist)
Mem_Free(rtlight->static_leaflist);
void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
{
- shadowmesh_t *mesh;
// set up properties for rendering light onto this entity
- r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
- r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
- r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+ 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);
}
}
if (ent == r_refdef.worldentity)
- {
- if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
- {
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
- }
- else
- ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
- }
+ 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)
entity_render_t *shadowentities[MAX_EDICTS];
// skip lights that don't light (corona only lights)
- if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
+ 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;
VectorScale(rtlight->color, f, lightcolor);
- if (VectorLength2(lightcolor) < 0.01)
+ if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
return;
/*
if (rtlight->selected)
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces);
+ R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
numcubemaps++;
strcpy(cubemaps[i].basename, basename);
cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+ if (!cubemaps[i].texture)
+ cubemaps[i].texture = r_texture_whitecube;
return cubemaps[i].texture;
}
}
FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
- lightsstring = FS_LoadFile(name, tempmempool, false);
+ lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
if (lightsstring)
{
s = lightsstring;
Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
break;
}
- VectorScale(color, r_editlights_rtlightscolorscale.value, color);
- radius *= r_editlights_rtlightssizescale.value;
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
if (*s == '\r')
s++;
void R_Shadow_SaveWorldLights(void)
{
dlight_t *light;
- int bufchars, bufmaxchars;
+ size_t bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
char line[1024];
for (light = r_shadow_worldlightchain;light;light = light->next)
{
if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
- sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
+ sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
- sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
+ sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
else
- sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style);
- if (bufchars + (int) strlen(line) > bufmaxchars)
+ sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
+ if (bufchars + strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
}
}
if (bufchars)
- FS_WriteFile(name, buf, bufchars);
+ FS_WriteFile(name, buf, (fs_offset_t)bufchars);
if (buf)
Mem_Free(buf);
}
}
FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".lights", sizeof (name));
- lightsstring = FS_LoadFile(name, tempmempool, false);
+ lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
if (lightsstring)
{
s = lightsstring;
// try to load a .ent file first
FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
strlcat (key, ".ent", sizeof (key));
- data = entfiledata = FS_LoadFile(key, tempmempool, true);
+ data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
// and if that is not found, fall back to the bsp file entity string
if (!data)
data = r_refdef.worldmodel->brush.entities;
{
originhack[0] = 0;
originhack[1] = 0;
- originhack[2] = 48;
+ originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
{
originhack[0] = 0;
originhack[1] = 0;
- originhack[2] = 40;
+ originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
{
originhack[0] = 0;
originhack[1] = 0;
- originhack[2] = 40;
+ originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
{
originhack[0] = 0;
originhack[1] = 0;
- originhack[2] = 40;
+ originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
else if (!strcmp("style", key))
style = atoi(value);
+ else if (!strcmp("skin", key))
+ skin = (int)atof(value);
+ else if (!strcmp("pflags", key))
+ pflags = (int)atof(value);
+ else if (!strcmp("effects", key))
+ effects = (int)atof(value);
else if (r_refdef.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
if (!strcmp("fade", key))
fadescale = atof(value);
}
- else if (!strcmp("skin", key))
- skin = (int)atof(value);
- else if (!strcmp("pflags", key))
- pflags = (int)atof(value);
- else if (!strcmp("effects", key))
- effects = (int)atof(value);
}
if (!islight)
continue;
VectorMA(trace.endpos, push, r_viewforward, endpos);
VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
}
+ else
+ {
+ VectorClear( endpos );
+ }
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
}
radius = atof(Cmd_Argv(2));
}
+ else if (!strcmp(Cmd_Argv(1), "colorscale"))
+ {
+ if (Cmd_Argc() == 3)
+ {
+ double scale = atof(Cmd_Argv(2));
+ color[0] *= scale;
+ color[1] *= scale;
+ color[2] *= scale;
+ }
+ else
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
+ return;
+ }
+ color[0] *= atof(Cmd_Argv(2));
+ color[1] *= atof(Cmd_Argv(3));
+ color[2] *= atof(Cmd_Argv(4));
+ }
+ }
+ else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ radius *= atof(Cmd_Argv(2));
+ }
else if (!strcmp(Cmd_Argv(1), "style"))
{
if (Cmd_Argc() != 3)
"r_editlights_cursorpushoff : push cursor off surface this far\n"
"r_editlights_cursorgrid : snap cursor to grid of this size\n"
"r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
-"r_editlights_rtlightssizescale : imported rtlight size scaling\n"
-"r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
"Commands:\n"
"r_editlights_help : this help\n"
"r_editlights_clear : remove all lights\n"
"anglesz z: set z component of light angles\n"
"color r g b : set color of light (can be brighter than 1 1 1)\n"
"radius radius : set radius (size) of light\n"
+"colorscale grey : multiply color of light (1 does nothing)\n"
+"colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
+"radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
+"sizescale scale : multiply radius (size) of light (1 does nothing)\n"
"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
"cubemap basename : set filter cubemap of light (not yet supported)\n"
"shadows 1/0 : turn on/off shadows\n"
Cvar_RegisterVariable(&r_editlights_cursorpushoff);
Cvar_RegisterVariable(&r_editlights_cursorgrid);
Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
- Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
- Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
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);