int r_shadowstage = SHADOWSTAGE_NONE;
int r_shadow_reloadlights = false;
-int r_shadow_lightingmode = 0;
-
mempool_t *r_shadow_mempool;
int maxshadowelements;
qbyte *trianglefacinglight;
int *trianglefacinglightlist;
-int maxshadowvertices;
-float *shadowvertex3f;
+int maxvertexupdate;
+int *vertexupdate;
+int vertexupdatenum;
rtexturepool_t *r_shadow_texturepool;
rtexture_t *r_shadow_normalcubetexture;
cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
-cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
+cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
r_shadow_mempool = Mem_AllocPool("R_Shadow");
maxshadowelements = 0;
shadowelements = NULL;
- maxshadowvertices = 0;
- shadowvertex3f = NULL;
+ maxvertexupdate = 0;
+ vertexupdate = NULL;
+ vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
trianglefacinglightlist = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
maxshadowelements = 0;
shadowelements = NULL;
- maxshadowvertices = 0;
- shadowvertex3f = NULL;
+ maxvertexupdate = 0;
+ vertexupdate = NULL;
+ vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
trianglefacinglightlist = NULL;
Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
- Cvar_RegisterVariable(&r_shadow_realtime);
+ Cvar_RegisterVariable(&r_shadow_realtime_world);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+ Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
- Cvar_RegisterVariable(&r_shadow_shadownudge);
+ Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_texture3d);
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-void R_Shadow_ProjectVertex3f(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
-{
- int i;
- float *in, *out, diff[3];
- in = verts;
- out = verts + numverts * 3;
- for (i = 0;i < numverts;i++, in += 3, out += 3)
- {
- VectorSubtract(in, relativelightorigin, diff);
- VectorNormalizeFast(diff);
- VectorMA(in, projectdistance, diff, out);
- VectorMA(in, r_shadow_shadownudge.value, diff, in);
- }
-}
-
int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
{
int i, tris = 0;
return tris;
}
-int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out)
+int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance)
{
- int i, tris;
+ int i, j, tris, vertexpointeradjust = numverts * 3;
const int *e, *n;
+ float *vin, *vout;
+
+ if (maxvertexupdate < numverts)
+ {
+ maxvertexupdate = numverts;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
+ vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ }
+ vertexupdatenum++;
+
// check each frontface for bordering backfaces,
// and cast shadow polygons from those edges,
// also create front and back caps for shadow volume
for (i = 0;i < numfacing;i++)
{
e = elements + facinglist[i] * 3;
+ // generate vertices if needed
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vin = vertices + e[j] * 3;
+ vout = vin + vertexpointeradjust;
+ vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]);
+ vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]);
+ vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]);
+ }
+ }
out[0] = e[2] + numverts;
out[1] = e[1] + numverts;
out[2] = e[0] + numverts;
return shadowelements;
}
-float *R_Shadow_VertexBuffer(int numvertices)
-{
- if (maxshadowvertices < numvertices)
- {
- maxshadowvertices = numvertices;
- if (shadowvertex3f)
- Mem_Free(shadowvertex3f);
- shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3]));
- }
- return shadowvertex3f;
-}
-
void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
{
int tris;
if (!tris)
return;
- // output triangle elements
- tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
- if (!tris)
- return;
-
// by clever use of elements we can construct the whole shadow from
// the unprojected vertices and the projected vertices
- R_Shadow_ProjectVertex3f(varray_vertex3f, numverts, relativelightorigin, projectdistance);
+
+ // output triangle elements and vertices
+ tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance);
+ if (!tris)
+ return;
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
// increment stencil if backface is behind depthbuffer
+ //R_Mesh_EndBatch();
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw(numverts * 2, tris, shadowelements);
+ R_Mesh_Draw_NoBatching(numverts * 2, tris, shadowelements);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtris;
// decrement stencil if frontface is behind depthbuffer
+ //R_Mesh_EndBatch();
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
- R_Mesh_Draw(numverts * 2, tris, shadowelements);
+ R_Mesh_Draw_NoBatching(numverts * 2, tris, shadowelements);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtris;
}
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
// increment stencil if backface is behind depthbuffer
+ //R_Mesh_EndBatch();
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
R_Mesh_GetSpace(mesh->numverts);
R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ R_Mesh_Draw_NoBatching(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
}
// decrement stencil if frontface is behind depthbuffer
+ //R_Mesh_EndBatch();
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
{
R_Mesh_GetSpace(mesh->numverts);
R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ R_Mesh_Draw_NoBatching(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
}
|| r_shadow_lightattenuationpower.value != r_shadow_attenpower
|| r_shadow_lightattenuationscale.value != r_shadow_attenscale)
R_Shadow_MakeTextures();
+
+ R_Mesh_EndBatch();
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ R_Mesh_State(&m);
+ GL_Color(0, 0, 0, 1);
+ qglDisable(GL_SCISSOR_TEST);
+ r_shadowstage = SHADOWSTAGE_NONE;
+
+ c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+ c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+ c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
+}
+
+void R_Shadow_LoadWorldLightsIfNeeded(void)
+{
if (r_shadow_reloadlights && cl.worldmodel)
{
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
}
}
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- R_Mesh_State(&m);
- GL_Color(0, 0, 0, 1);
- r_shadowstage = SHADOWSTAGE_NONE;
-
- c_rt_lights = c_rt_clears = c_rt_scissored = 0;
- c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
- c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
}
void R_Shadow_Stage_ShadowVolumes(void)
{
rmeshstate_t m;
+ //R_Mesh_EndBatch();
memset(&m, 0, sizeof(m));
R_Mesh_TextureState(&m);
GL_Color(1, 1, 1, 1);
void R_Shadow_Stage_LightWithoutShadows(void)
{
rmeshstate_t m;
+ //R_Mesh_EndBatch();
memset(&m, 0, sizeof(m));
R_Mesh_TextureState(&m);
qglActiveTexture(GL_TEXTURE0_ARB);
void R_Shadow_Stage_LightWithShadows(void)
{
rmeshstate_t m;
+ //R_Mesh_EndBatch();
memset(&m, 0, sizeof(m));
R_Mesh_TextureState(&m);
qglActiveTexture(GL_TEXTURE0_ARB);
void R_Shadow_Stage_End(void)
{
rmeshstate_t m;
+ //R_Mesh_EndBatch();
// attempt to restore state to what Mesh_State thinks it is
qglDisable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ZERO);
&& r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
&& r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
{
+ //R_Mesh_EndBatch();
qglDisable(GL_SCISSOR_TEST);
return false;
}
VectorSubtract(r_origin, origin, v);
if (DotProduct(v, v) < radius * radius)
{
+ //R_Mesh_EndBatch();
qglDisable(GL_SCISSOR_TEST);
return false;
}
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
+ //R_Mesh_EndBatch();
qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
qglEnable(GL_SCISSOR_TEST);
c_rt_scissored++;
if (!r_shadow_scissor.integer)
return false;
// if view is inside the box, just say yes it's visible
- if (BoxesOverlap(r_origin, r_origin, mins, maxs))
+ // LordHavoc: for some odd reason scissor seems broken without stencil
+ // (?!? seems like a driver bug) so abort if gl_stencil is false
+ if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
{
+ //R_Mesh_EndBatch();
qglDisable(GL_SCISSOR_TEST);
return false;
}
if (DotProduct(vpn, v2) <= f)
{
// entirely behind nearclip plane
- qglDisable(GL_SCISSOR_TEST);
- return false;
+ return true;
}
if (DotProduct(vpn, v) >= f)
{
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
+ //R_Mesh_EndBatch();
qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
qglEnable(GL_SCISSOR_TEST);
c_rt_scissored++;
return false;
}
-void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius)
+void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
float *color4f = varray_color4f;
- float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+ float dist, dot, intensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex3f, relativelightorigin, v);
- if ((dot = DotProduct(normal3f, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
{
- dist = sqrt(dist);
- intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ dist = sqrt(dist);
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
}
else
{
}
}
-void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
float *color4f = varray_color4f;
- float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+ float dist, dot, intensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex3f, relativelightorigin, v);
- if ((dot = DotProduct(normal3f, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
{
- intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
}
else
{
if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(basetexture);
m.tex[1] = 0;
m.texcubemap[1] = R_GetTexture(lightcubemap);
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
qglEnable(GL_BLEND);
-
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
{
// 1/2/2 3D combine path (original Radeon)
+ //R_Mesh_EndBatch();
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
R_Mesh_TextureState(&m);
qglColorMask(0,0,0,1);
R_Mesh_GetSpace(numverts);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(bumptexture);
m.tex3d[0] = 0;
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.texcombinergb[0] = GL_MODULATE;
R_Mesh_TextureState(&m);
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
{
// 2/2 3D combine path (original Radeon)
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(basetexture);
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.texcubemap[1] = 0;
m.texcombinergb[0] = GL_MODULATE;
m.texcombinergb[1] = GL_MODULATE;
R_Mesh_TextureState(&m);
+ R_Mesh_GetSpace(numverts);
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
qglEnable(GL_BLEND);
-
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else if (r_textureunits.integer >= 4)
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.texcombinergb[0] = GL_MODULATE;
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
qglEnable(GL_BLEND);
-
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else
{
// 2/2/2 2D combine path (any dot3 card)
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
R_Mesh_TextureState(&m);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(bumptexture);
m.tex[1] = 0;
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.texcombinergb[0] = GL_MODULATE;
R_Mesh_TextureState(&m);
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
if (r_textureunits.integer >= 2)
{
// voodoo2
+ //R_Mesh_EndBatch();
#if 1
m.tex[0] = R_GetTexture(basetexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color2, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
}
}
else
{
// voodoo1
+ //R_Mesh_EndBatch();
#if 1
m.tex[0] = R_GetTexture(basetexture);
R_Mesh_TextureState(&m);
R_Mesh_GetSpace(numverts);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
}
}
}
{
if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
- // 2/0/0/0/1/2 3D combine blendsquare path
+ // 2/0/0/1/2 3D combine blendsquare path
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
R_Mesh_TextureState(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
+ // this squares the result
+ qglEnable(GL_BLEND);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
GL_Color(1,1,1,1);
R_Mesh_GetSpace(numverts);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = 0;
m.texcubemap[1] = 0;
m.texcombinergb[1] = GL_MODULATE;
R_Mesh_TextureState(&m);
// square alpha in framebuffer a few times to make it shiny
qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
- qglEnable(GL_BLEND);
// these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25
- // 0.25 * 0.25 = 0.0625
- // 0.0625 * 0.0625 = 0.00390625
- for (renders = 0;renders < 3;renders++)
- {
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- }
- c_rt_lightmeshes += 3;
- c_rt_lighttris += numtriangles * 3;
+ // 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_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
R_Mesh_TextureState(&m);
qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Mesh_GetSpace(numverts);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex3d[0] = 0;
m.tex[0] = R_GetTexture(glosstexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
R_Mesh_TextureState(&m);
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
- // 2/0/0/0/2 3D combine blendsquare path
+ // 2/0/0/2 3D combine blendsquare path
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
R_Mesh_TextureState(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
+ // this squares the result
+ qglEnable(GL_BLEND);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
GL_Color(1,1,1,1);
R_Mesh_GetSpace(numverts);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = 0;
m.texcubemap[1] = 0;
m.texcombinergb[1] = GL_MODULATE;
R_Mesh_TextureState(&m);
// square alpha in framebuffer a few times to make it shiny
qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
- qglEnable(GL_BLEND);
// these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25
- // 0.25 * 0.25 = 0.0625
- // 0.0625 * 0.0625 = 0.00390625
- for (renders = 0;renders < 3;renders++)
- {
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- }
- c_rt_lightmeshes += 3;
- c_rt_lighttris += numtriangles * 3;
+ // 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_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
+ R_Mesh_GetSpace(numverts);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
m.tex[0] = R_GetTexture(glosstexture);
R_Mesh_TextureState(&m);
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
}
else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
- // 2/0/0/0/2/2 2D combine blendsquare path
+ // 2/0/0/2/2 2D combine blendsquare path
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
R_Mesh_TextureState(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
+ // this squares the result
+ qglEnable(GL_BLEND);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
GL_Color(1,1,1,1);
R_Mesh_GetSpace(numverts);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = 0;
m.texcubemap[1] = 0;
m.texcombinergb[1] = GL_MODULATE;
R_Mesh_TextureState(&m);
// square alpha in framebuffer a few times to make it shiny
qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
- qglEnable(GL_BLEND);
// these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25
- // 0.25 * 0.25 = 0.0625
- // 0.0625 * 0.0625 = 0.00390625
- for (renders = 0;renders < 3;renders++)
- {
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- }
- c_rt_lightmeshes += 3;
- c_rt_lighttris += numtriangles * 3;
+ // 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_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
R_Mesh_TextureState(&m);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ //R_Mesh_EndBatch();
m.tex[0] = R_GetTexture(glosstexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
R_Mesh_TextureState(&m);
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
// now that we have the buffers big enough, construct shadow volume mesh
memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
- R_Shadow_ProjectVertex3f(vertex3f, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius);
tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
- tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
+ tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value);
// add the constructed shadow volume mesh
Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
}
Con_Printf("No map loaded.\n");
return;
}
- COM_StripExtension(cl.worldmodel->name, name);
+ FS_StripExtension(cl.worldmodel->name, name);
strcat(name, ".rtlights");
- lightsstring = COM_LoadFile(name, false);
+ lightsstring = FS_LoadFile(name, false);
if (lightsstring)
{
s = lightsstring;
Con_Printf("No map loaded.\n");
return;
}
- COM_StripExtension(cl.worldmodel->name, name);
+ FS_StripExtension(cl.worldmodel->name, name);
strcat(name, ".rtlights");
bufchars = bufmaxchars = 0;
buf = NULL;
}
}
if (bufchars)
- COM_WriteFile(name, buf, bufchars);
+ FS_WriteFile(name, buf, bufchars);
if (buf)
Mem_Free(buf);
}
Con_Printf("No map loaded.\n");
return;
}
- COM_StripExtension(cl.worldmodel->name, name);
+ FS_StripExtension(cl.worldmodel->name, name);
strcat(name, ".lights");
- lightsstring = COM_LoadFile(name, false);
+ lightsstring = FS_LoadFile(name, false);
if (lightsstring)
{
s = lightsstring;
r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
}
-void R_Shadow_UpdateLightingMode(void)
-{
- r_shadow_lightingmode = 0;
- if (r_shadow_realtime.integer)
- {
- if (r_shadow_worldlightchain)
- r_shadow_lightingmode = 2;
- else
- r_shadow_lightingmode = 1;
- }
-}
-
void R_Shadow_UpdateWorldLightSelection(void)
{
R_Shadow_SetCursorLocationForView();