int *shadowelements;
int maxtrianglefacinglight;
qbyte *trianglefacinglight;
+int *trianglefacinglightlist;
+
+int maxshadowvertices;
+float *shadowvertex3f;
rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalscubetexture;
+rtexture_t *r_shadow_normalcubetexture;
rtexture_t *r_shadow_attenuation2dtexture;
+rtexture_t *r_shadow_attenuation3dtexture;
rtexture_t *r_shadow_blankbumptexture;
rtexture_t *r_shadow_blankglosstexture;
rtexture_t *r_shadow_blankwhitetexture;
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_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"};
int c_rt_lights, c_rt_clears, c_rt_scissored;
int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
r_shadow_mempool = Mem_AllocPool("R_Shadow");
maxshadowelements = 0;
shadowelements = NULL;
+ maxshadowvertices = 0;
+ shadowvertex3f = NULL;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
- r_shadow_normalscubetexture = NULL;
+ trianglefacinglightlist = NULL;
+ r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
+ r_shadow_attenuation3dtexture = NULL;
r_shadow_blankbumptexture = NULL;
r_shadow_blankglosstexture = NULL;
r_shadow_blankwhitetexture = NULL;
{
R_Shadow_ClearWorldLights();
r_shadow_reloadlights = true;
- r_shadow_normalscubetexture = NULL;
+ r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
+ r_shadow_attenuation3dtexture = NULL;
r_shadow_blankbumptexture = NULL;
r_shadow_blankglosstexture = NULL;
r_shadow_blankwhitetexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
maxshadowelements = 0;
shadowelements = NULL;
+ maxshadowvertices = 0;
+ shadowvertex3f = NULL;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
+ trianglefacinglightlist = NULL;
Mem_FreePool(&r_shadow_mempool);
}
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
Cvar_RegisterVariable(&r_shadow_shadownudge);
Cvar_RegisterVariable(&r_shadow_portallight);
+ Cvar_RegisterVariable(&r_shadow_projectdistance);
+ Cvar_RegisterVariable(&r_shadow_texture3d);
R_Shadow_EditLights_Init();
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-void R_Shadow_ProjectVertices(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
+void R_Shadow_ProjectVertex3f(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
{
int i;
- float *in, *out, diff[4];
+ float *in, *out, diff[3];
in = verts;
- out = verts + numverts * 4;
- for (i = 0;i < numverts;i++, in += 4, out += 4)
+ out = verts + numverts * 3;
+ for (i = 0;i < numverts;i++, in += 3, out += 3)
{
VectorSubtract(in, relativelightorigin, diff);
VectorNormalizeFast(diff);
}
}
-void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex, int numtris, qbyte *trianglefacinglight, const float *relativelightorigin, float lightradius)
+int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
{
- int i;
+ int i, tris = 0;
const float *v0, *v1, *v2;
for (i = 0;i < numtris;i++, elements += 3)
{
// calculate triangle facing flag
- v0 = vertex + elements[0] * 4;
- v1 = vertex + elements[1] * 4;
- v2 = vertex + elements[2] * 4;
- // we do not need to normalize the surface normal because both sides
- // of the comparison use it, therefore they are both multiplied the
- // same amount... furthermore the subtract can be done on the
- // vectors, saving a little bit of math in the dotproducts
-#if 1
- // fast version
- // subtracts v1 from v0 and v2, combined into a crossproduct,
- // combined with a dotproduct of the light location relative to the
- // first point of the triangle (any point works, since the triangle
- // is obviously flat), and finally a comparison to determine if the
- // light is infront of the triangle (the goal of this statement)
- trianglefacinglight[i] =
- (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
- + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2]))
- + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0;
-#else
- // readable version
+ v0 = vertex + elements[0] * 3;
+ v1 = vertex + elements[1] * 3;
+ v2 = vertex + elements[2] * 3;
+ if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2))
{
- float dir0[3], dir1[3], temp[3];
-
- // calculate two mostly perpendicular edge directions
- VectorSubtract(v0, v1, dir0);
- VectorSubtract(v2, v1, dir1);
-
- // we have two edge directions, we can calculate a third vector from
- // them, which is the direction of the surface normal (it's magnitude
- // is not 1 however)
- CrossProduct(dir0, dir1, temp);
-
- // this is entirely unnecessary, but kept for clarity
- //VectorNormalize(temp);
-
- // compare distance of light along normal, with distance of any point
- // of the triangle along the same normal (the triangle is planar,
- // I.E. flat, so all points give the same answer)
- // the normal is not normalized because it is used on both sides of
- // the comparison, so it's magnitude does not matter
- trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
+ facing[i] = true;
+ list[tris++] = i;
}
-#endif
+ else
+ facing[i] = false;
}
+ return tris;
}
-int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numtris, int numverts, const qbyte *trianglefacinglight, int *out)
+int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out)
{
int i, tris;
+ const int *e, *n;
// check each frontface for bordering backfaces,
// and cast shadow polygons from those edges,
// also create front and back caps for shadow volume
- tris = 0;
- for (i = 0;i < numtris;i++, elements += 3, neighbors += 3)
- {
- if (trianglefacinglight[i])
+ tris = numfacing * 2;
+ // output front caps
+ for (i = 0;i < numfacing;i++)
+ {
+ e = elements + facinglist[i] * 3;
+ out[0] = e[0];
+ out[1] = e[1];
+ out[2] = e[2];
+ out += 3;
+ }
+ // output back caps
+ for (i = 0;i < numfacing;i++)
+ {
+ e = elements + facinglist[i] * 3;
+ out[0] = e[2] + numverts;
+ out[1] = e[1] + numverts;
+ out[2] = e[0] + numverts;
+ out += 3;
+ }
+ // output sides around frontfaces
+ for (i = 0;i < numfacing;i++)
+ {
+ n = neighbors + facinglist[i] * 3;
+ // check the edges
+ if (n[0] < 0 || !facing[n[0]])
{
- // triangle is frontface and therefore casts shadow,
- // output front and back caps for shadow volume
- // front cap
- out[0] = elements[0];
- out[1] = elements[1];
- out[2] = elements[2];
- // rear cap (with flipped winding order)
- out[3] = elements[0] + numverts;
- out[4] = elements[2] + numverts;
- out[5] = elements[1] + numverts;
+ e = elements + facinglist[i] * 3;
+ out[0] = e[1];
+ out[1] = e[0];
+ out[2] = e[0] + numverts;
+ out[3] = e[1];
+ out[4] = e[0] + numverts;
+ out[5] = e[1] + numverts;
+ out += 6;
+ tris += 2;
+ }
+ if (n[1] < 0 || !facing[n[1]])
+ {
+ e = elements + facinglist[i] * 3;
+ out[0] = e[2];
+ out[1] = e[1];
+ out[2] = e[1] + numverts;
+ out[3] = e[2];
+ out[4] = e[1] + numverts;
+ out[5] = e[2] + numverts;
+ out += 6;
+ tris += 2;
+ }
+ if (n[2] < 0 || !facing[n[2]])
+ {
+ e = elements + facinglist[i] * 3;
+ out[0] = e[0];
+ out[1] = e[2];
+ out[2] = e[2] + numverts;
+ out[3] = e[0];
+ out[4] = e[2] + numverts;
+ out[5] = e[0] + numverts;
out += 6;
tris += 2;
- // check the edges
- if (neighbors[0] < 0 || !trianglefacinglight[neighbors[0]])
- {
- out[0] = elements[1];
- out[1] = elements[0];
- out[2] = elements[0] + numverts;
- out[3] = elements[1];
- out[4] = elements[0] + numverts;
- out[5] = elements[1] + numverts;
- out += 6;
- tris += 2;
- }
- if (neighbors[1] < 0 || !trianglefacinglight[neighbors[1]])
- {
- out[0] = elements[2];
- out[1] = elements[1];
- out[2] = elements[1] + numverts;
- out[3] = elements[2];
- out[4] = elements[1] + numverts;
- out[5] = elements[2] + numverts;
- out += 6;
- tris += 2;
- }
- if (neighbors[2] < 0 || !trianglefacinglight[neighbors[2]])
- {
- out[0] = elements[0];
- out[1] = elements[2];
- out[2] = elements[2] + numverts;
- out[3] = elements[0];
- out[4] = elements[2] + numverts;
- out[5] = elements[0] + numverts;
- out += 6;
- tris += 2;
- }
}
}
return tris;
void R_Shadow_ResizeTriangleFacingLight(int numtris)
{
// make sure trianglefacinglight is big enough for this volume
+ // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
+ // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
if (maxtrianglefacinglight < numtris)
{
maxtrianglefacinglight = numtris;
if (trianglefacinglight)
Mem_Free(trianglefacinglight);
+ if (trianglefacinglightlist)
+ Mem_Free(trianglefacinglightlist);
trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
+ trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
}
}
-void R_Shadow_ResizeShadowElements(int numtris)
+int *R_Shadow_ResizeShadowElements(int numtris)
{
// make sure shadowelements is big enough for this volume
if (maxshadowelements < numtris * 24)
Mem_Free(shadowelements);
shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
}
+ 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)
Con_Printf("R_Shadow_Volume: projectdistance %f\n");
return;
}
+ if (!numverts)
+ return;
// terminology:
//
// frontface:
// description:
// draws the shadow volumes of the model.
// requirements:
-// vertex locations must already be in varray_vertex before use.
-// varray_vertex must have capacity for numverts * 2.
+// vertex locations must already be in varray_vertex3f before use.
+// varray_vertex3f must have capacity for numverts * 2.
// make sure trianglefacinglight is big enough for this volume
if (maxtrianglefacinglight < numtris)
R_Shadow_ResizeShadowElements(numtris);
// check which triangles are facing the light
- R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
-
- // generate projected vertices
- // by clever use of elements we'll construct the whole shadow from
- // the unprojected vertices and these projected vertices
- R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance);
+ tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
+ if (!tris)
+ return;
// output triangle elements
- tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numtris, numverts, trianglefacinglight, shadowelements);
- R_Shadow_RenderVolume(numverts * 2, tris, shadowelements);
-}
-
-void R_Shadow_RenderVolume(int numverts, int numtris, int *elements)
-{
- if (!numverts || !numtris)
+ 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);
+
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw(numverts, numtris, elements);
+ R_Mesh_Draw(numverts * 2, tris, shadowelements);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtris;
// decrement stencil if frontface is behind depthbuffer
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
- R_Mesh_Draw(numverts, numtris, elements);
+ R_Mesh_Draw(numverts * 2, tris, shadowelements);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtris;
}
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
}
}
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
}
float r_shadow_attenpower, r_shadow_attenscale;
static void R_Shadow_MakeTextures(void)
{
- int x, y, d, side;
+ int x, y, z, d, side;
float v[3], s, t, intensity;
qbyte *data;
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenpower = r_shadow_lightattenuationpower.value;
r_shadow_attenscale = r_shadow_lightattenuationscale.value;
- data = Mem_Alloc(tempmempool, 6*128*128*4);
+#define NORMSIZE 64
+#define ATTEN2DSIZE 64
+#define ATTEN3DSIZE 32
+ data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
data[0] = 128;
data[1] = 128;
data[2] = 255;
data[3] = 255;
r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- data[0] = 64;
- data[1] = 64;
- data[2] = 64;
+ data[0] = 255;
+ data[1] = 255;
+ data[2] = 255;
data[3] = 255;
r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
data[0] = 255;
data[2] = 255;
data[3] = 255;
r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- for (side = 0;side < 6;side++)
+ if (gl_texturecubemap)
{
- for (y = 0;y < 128;y++)
+ for (side = 0;side < 6;side++)
{
- for (x = 0;x < 128;x++)
+ for (y = 0;y < NORMSIZE;y++)
{
- s = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
- t = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
- switch(side)
+ for (x = 0;x < NORMSIZE;x++)
{
- case 0:
- v[0] = 1;
- v[1] = -t;
- v[2] = -s;
- break;
- case 1:
- v[0] = -1;
- v[1] = -t;
- v[2] = s;
- break;
- case 2:
- v[0] = s;
- v[1] = 1;
- v[2] = t;
- break;
- case 3:
- v[0] = s;
- v[1] = -1;
- v[2] = -t;
- break;
- case 4:
- v[0] = s;
- v[1] = -t;
- v[2] = 1;
- break;
- case 5:
- v[0] = -s;
- v[1] = -t;
- v[2] = -1;
- break;
+ s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ switch(side)
+ {
+ case 0:
+ v[0] = 1;
+ v[1] = -t;
+ v[2] = -s;
+ break;
+ case 1:
+ v[0] = -1;
+ v[1] = -t;
+ v[2] = s;
+ break;
+ case 2:
+ v[0] = s;
+ v[1] = 1;
+ v[2] = t;
+ break;
+ case 3:
+ v[0] = s;
+ v[1] = -1;
+ v[2] = -t;
+ break;
+ case 4:
+ v[0] = s;
+ v[1] = -t;
+ v[2] = 1;
+ break;
+ case 5:
+ v[0] = -s;
+ v[1] = -t;
+ v[2] = -1;
+ break;
+ }
+ intensity = 127.0f / sqrt(DotProduct(v, v));
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
}
- intensity = 127.0f / sqrt(DotProduct(v, v));
- data[((side*128+y)*128+x)*4+0] = 128.0f + intensity * v[0];
- data[((side*128+y)*128+x)*4+1] = 128.0f + intensity * v[1];
- data[((side*128+y)*128+x)*4+2] = 128.0f + intensity * v[2];
- data[((side*128+y)*128+x)*4+3] = 255;
}
}
+ r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
}
- r_shadow_normalscubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalscube", 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
- for (y = 0;y < 128;y++)
+ else
+ r_shadow_normalcubetexture = NULL;
+ for (y = 0;y < ATTEN2DSIZE;y++)
{
- for (x = 0;x < 128;x++)
+ for (x = 0;x < ATTEN2DSIZE;x++)
{
- v[0] = (x + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
- v[1] = (y + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
+ v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
v[2] = 0;
intensity = 1.0f - sqrt(DotProduct(v, v));
if (intensity > 0)
- intensity = pow(intensity, r_shadow_attenpower);
- intensity = bound(0, intensity * r_shadow_attenscale * 256.0f, 255.0f);
+ intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
d = bound(0, intensity, 255);
- data[((0*128+y)*128+x)*4+0] = d;
- data[((0*128+y)*128+x)*4+1] = d;
- data[((0*128+y)*128+x)*4+2] = d;
- data[((0*128+y)*128+x)*4+3] = d;
+ data[(y*ATTEN2DSIZE+x)*4+0] = d;
+ data[(y*ATTEN2DSIZE+x)*4+1] = d;
+ data[(y*ATTEN2DSIZE+x)*4+2] = d;
+ data[(y*ATTEN2DSIZE+x)*4+3] = d;
+ }
+ }
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ if (r_shadow_texture3d.integer)
+ {
+ for (z = 0;z < ATTEN3DSIZE;z++)
+ {
+ for (y = 0;y < ATTEN3DSIZE;y++)
+ {
+ for (x = 0;x < ATTEN3DSIZE;x++)
+ {
+ v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ intensity = 1.0f - sqrt(DotProduct(v, v));
+ if (intensity > 0)
+ intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+ d = bound(0, intensity, 255);
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
+ }
+ }
}
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
}
- r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
Mem_Free(data);
}
{
rmeshstate_t m;
+ if (r_shadow_texture3d.integer && !gl_texture3d)
+ Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+
//cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
if (!r_shadow_attenuation2dtexture
+ || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
|| r_shadow_lightattenuationpower.value != r_shadow_attenpower
|| r_shadow_lightattenuationscale.value != r_shadow_attenscale)
R_Shadow_MakeTextures();
r_shadowstage = SHADOWSTAGE_NONE;
}
+#if 0
int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
{
int i, ix1, iy1, ix2, iy2;
c_rt_scissored++;
return false;
}
+#endif
-void R_Shadow_GenTexCoords_Attenuation2D1D(float *out2d, float *out1d, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
- int i;
- float lightvec[3], iradius;
- iradius = 0.5f / lightradius;
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out2d += 4, out1d += 4)
- {
- VectorSubtract(vertex, relativelightorigin, lightvec);
- out2d[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
- out2d[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
- out2d[2] = 0;
- out1d[0] = 0.5f + DotProduct(normals, lightvec) * iradius;
- out1d[1] = 0.5f;
- out1d[2] = 0;
+ int i, ix1, iy1, ix2, iy2;
+ float x1, y1, x2, y2, x, y, f;
+ vec3_t smins, smaxs;
+ vec4_t v, v2;
+ 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))
+ {
+ qglDisable(GL_SCISSOR_TEST);
+ return false;
+ }
+ for (i = 0;i < 3;i++)
+ {
+ if (vpn[i] >= 0)
+ {
+ v[i] = mins[i];
+ v2[i] = maxs[i];
+ }
+ else
+ {
+ v[i] = maxs[i];
+ v2[i] = mins[i];
+ }
+ }
+ f = DotProduct(vpn, r_origin) + 1;
+ if (DotProduct(vpn, v2) <= f)
+ {
+ // entirely behind nearclip plane
+ qglDisable(GL_SCISSOR_TEST);
+ return false;
+ }
+ if (DotProduct(vpn, v) >= f)
+ {
+ // entirely infront of nearclip plane
+ x1 = y1 = x2 = y2 = 0;
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = (i & 1) ? mins[0] : maxs[0];
+ v[1] = (i & 2) ? mins[1] : maxs[1];
+ v[2] = (i & 4) ? mins[2] : maxs[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ x = v2[0];
+ y = v2[1];
+ if (i)
+ {
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ else
+ {
+ x1 = x2 = x;
+ y1 = y2 = y;
+ }
+ }
+ }
+ else
+ {
+ // clipped by nearclip plane
+ // this is nasty and crude...
+ // create viewspace bbox
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
+ v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
+ v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
+ v2[0] = DotProduct(v, vright);
+ v2[1] = DotProduct(v, vup);
+ v2[2] = DotProduct(v, vpn);
+ if (i)
+ {
+ if (smins[0] > v2[0]) smins[0] = v2[0];
+ if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
+ if (smins[1] > v2[1]) smins[1] = v2[1];
+ if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
+ if (smins[2] > v2[2]) smins[2] = v2[2];
+ if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+ }
+ else
+ {
+ smins[0] = smaxs[0] = v2[0];
+ smins[1] = smaxs[1] = v2[1];
+ smins[2] = smaxs[2] = v2[2];
+ }
+ }
+ // now we have a bbox in viewspace
+ // clip it to the view plane
+ if (smins[2] < 1)
+ smins[2] = 1;
+ // return true if that culled the box
+ if (smins[2] >= smaxs[2])
+ return true;
+ // ok some of it is infront of the view, transform each corner back to
+ // worldspace and then to screenspace and make screen rect
+ // initialize these variables just to avoid compiler warnings
+ x1 = y1 = x2 = y2 = 0;
+ for (i = 0;i < 8;i++)
+ {
+ v2[0] = (i & 1) ? smins[0] : smaxs[0];
+ v2[1] = (i & 2) ? smins[1] : smaxs[1];
+ v2[2] = (i & 4) ? smins[2] : smaxs[2];
+ v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
+ v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
+ v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ x = v2[0];
+ y = v2[1];
+ if (i)
+ {
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ else
+ {
+ x1 = x2 = x;
+ y1 = y2 = y;
+ }
+ }
+ /*
+ // this code doesn't handle boxes with any points behind view properly
+ x1 = 1000;x2 = -1000;
+ y1 = 1000;y2 = -1000;
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = (i & 1) ? mins[0] : maxs[0];
+ v[1] = (i & 2) ? mins[1] : maxs[1];
+ v[2] = (i & 4) ? mins[2] : maxs[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ if (v2[2] > 0)
+ {
+ x = v2[0];
+ y = v2[1];
+
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ }
+ */
}
+ ix1 = x1 - 1.0f;
+ iy1 = y1 - 1.0f;
+ ix2 = x2 + 1.0f;
+ iy2 = y2 + 1.0f;
+ //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+ if (ix1 < r_refdef.x) ix1 = r_refdef.x;
+ if (iy1 < r_refdef.y) iy1 = r_refdef.y;
+ if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
+ if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+ if (ix2 <= ix1 || iy2 <= iy1)
+ return true;
+ // set up the scissor rectangle
+ qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+ qglEnable(GL_SCISSOR_TEST);
+ c_rt_scissored++;
+ return false;
}
-void R_Shadow_GenTexCoords_Diffuse_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius)
{
- int i;
- float lightvec[3], iradius;
- iradius = 0.5f / lightradius;
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ float *color4f = varray_color4f;
+ float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex, relativelightorigin, lightvec);
- out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
- out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
- out[2] = 0.5f + DotProduct(normals, lightvec) * iradius;
+ VectorSubtract(vertex3f, relativelightorigin, v);
+ if ((dot = DotProduct(normal3f, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+ {
+ dist = sqrt(dist);
+ intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
}
}
-void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin)
+void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
{
- int i;
- float lightdir[3];
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ float *color4f = varray_color4f;
+ float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex, relativelightorigin, lightdir);
- // the cubemap normalizes this for us
- out[0] = DotProduct(svectors, lightdir);
- out[1] = DotProduct(tvectors, lightdir);
- out[2] = DotProduct(normals, lightdir);
+ VectorSubtract(vertex3f, relativelightorigin, v);
+ if ((dot = DotProduct(normal3f, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+ {
+ intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+}
+
+// FIXME: this should be done in a vertex program when possible
+// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
+void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+ do
+ {
+ tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
+ vertex3f += 3;
+ tc3f += 3;
}
+ while (--numverts);
}
-void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
+void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+ do
+ {
+ tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ vertex3f += 3;
+ tc2f += 2;
+ }
+ while (--numverts);
+}
+
+void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
{
int i;
- float lightdir[3], eyedir[3], halfdir[3], lightdirlen, iradius;
- iradius = 0.5f / lightradius;
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ float lightdir[3];
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
- VectorSubtract(vertex, relativelightorigin, lightdir);
- // this is used later to make the attenuation correct
- lightdirlen = sqrt(DotProduct(lightdir, lightdir)) * iradius;
- VectorNormalizeFast(lightdir);
- VectorSubtract(vertex, relativeeyeorigin, eyedir);
- VectorNormalizeFast(eyedir);
- VectorAdd(lightdir, eyedir, halfdir);
- VectorNormalizeFast(halfdir);
- out[0] = 0.5f + DotProduct(svectors, halfdir) * lightdirlen;
- out[1] = 0.5f + DotProduct(tvectors, halfdir) * lightdirlen;
- out[2] = 0.5f + DotProduct(normals, halfdir) * lightdirlen;
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, lightdir);
+ out3f[1] = DotProduct(tvector3f, lightdir);
+ out3f[2] = DotProduct(normal3f, lightdir);
}
}
-void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
{
int i;
float lightdir[3], eyedir[3], halfdir[3];
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
- VectorSubtract(vertex, relativelightorigin, lightdir);
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
VectorNormalizeFast(lightdir);
- VectorSubtract(vertex, relativeeyeorigin, eyedir);
+ VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
VectorNormalizeFast(eyedir);
VectorAdd(lightdir, eyedir, halfdir);
// the cubemap normalizes this for us
- out[0] = DotProduct(svectors, halfdir);
- out[1] = DotProduct(tvectors, halfdir);
- out[2] = DotProduct(normals, halfdir);
+ out3f[0] = DotProduct(svector3f, halfdir);
+ out3f[1] = DotProduct(tvector3f, halfdir);
+ out3f[2] = DotProduct(normal3f, halfdir);
}
}
-void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *vertex, const vec3_t relativelightorigin)
-{
- int i;
- // FIXME: this needs to be written
- // this code assumes the vertices are in worldspace (a false assumption)
- for (i = 0;i < numverts;i++, vertex += 4, out += 4)
- VectorSubtract(vertex, relativelightorigin, out);
-}
-
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
- float color[3];
+ float color[3], color2[3];
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
- // colorscale accounts for how much we multiply the brightness during combine
- // mult is how many times the final pass of the lighting will be
- // performed to get more brightness than otherwise possible
- // limit mult to 64 for sanity sake
- if (r_textureunits.integer >= 4)
- {
- // 4 texture no3D combine path, two pass
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[2], varray_texcoord[3], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- m.tex[2] = 0;
- m.tex[3] = 0;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
- if (lightcubemap)
- R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ {
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ // colorscale accounts for how much we multiply the brightness during combine
+ // mult is how many times the final pass of the lighting will be
+ // performed to get more brightness than otherwise possible
+ // limit mult to 64 for sanity sake
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
- GL_Color(color[0], color[1], color[2], 1);
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ 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_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = 0;
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.tex3d[2] = 0;
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+
+ 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[0] = bound(0, color2[0], 1);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
}
- }
- else
- {
- // 2 texture no3D combine path, three pass
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(bumptexture);
- m.tex[1] = 0;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- qglEnable(GL_BLEND);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ {
+ // 1/2/2 3D combine path (original Radeon)
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex3d[0] = 0;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ qglEnable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+
+ 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[0] = bound(0, color2[0], 1);
+ 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);
+ 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)
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ GL_Color(1,1,1,1);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ 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);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+
+ 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[0] = bound(0, color2[0], 1);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_textureunits.integer >= 4)
{
- GL_Color(color[0], color[1], color[2], 1);
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ 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_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);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ m.tex[2] = 0;
+ m.tex[3] = 0;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+
+ 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[0] = bound(0, color2[0], 1);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex[1] = 0;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ qglEnable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+
+ 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[0] = bound(0, color2[0], 1);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ }
+ else
+ {
+ if (r_textureunits.integer >= 2)
+ {
+ // voodoo2
+#if 1
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+#else
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+#endif
+ 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[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_UseColorArray();
+ R_Mesh_GetSpace(numverts);
+ 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);
+ }
+ }
+ else
+ {
+ // voodoo1
+#if 1
+ m.tex[0] = R_GetTexture(basetexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+#else
+ m.tex[0] = R_GetTexture(basetexture);
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+#endif
+ 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[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_UseColorArray();
+ 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);
+ }
}
}
}
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
- float color[3];
+ float color[3], color2[3];
rmeshstate_t m;
+ if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
+ return;
memset(&m, 0, sizeof(m));
if (!bumptexture)
bumptexture = r_shadow_blankbumptexture;
glosstexture = r_shadow_blankglosstexture;
if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
{
- // 2 texture no3D combine path, five pass
- memset(&m, 0, sizeof(m));
-
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- 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
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- // 0.25 * 0.25 = 0.0625
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- // 0.0625 * 0.0625 = 0.00390625
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- 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);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- if (lightcubemap)
- R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/1/2 3D combine blendsquare path
+ 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);
+ // 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ 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);
+ // 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)
+ for (renders = 0;renders < 2;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;
+
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ 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);
+
+ 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[0] = bound(0, color2[0], 1);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2 3D combine blendsquare path
+ 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);
+ // 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ 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);
+ // 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)
+ for (renders = 0;renders < 2;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;
+
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ 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[0] = bound(0, color2[0], 1);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
- GL_Color(color[0], color[1], color[2], 1);
+ // 2/0/0/2/2 2D combine blendsquare path
+ 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);
+ // 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ 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);
+ // 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)
+ for (renders = 0;renders < 2;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;
+
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Mesh_GetSpace(numverts);
+ 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);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ 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);
+
+ 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[0] = bound(0, color2[0], 1);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
}
}
}
static int castshadowcount = 1;
void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
{
- int i, j, k, l, maxverts, *mark, tris;
- float *verts, *v, f, temp[3], radius2;
- //float projectdistance, *v0, *v1, temp2[3], temp3[3];
+ int i, j, k, l, maxverts = 256, *mark, tris;
+ float *vertex3f = NULL;
worldlight_t *e;
shadowmesh_t *mesh, *castmesh;
mleaf_t *leaf;
e->castshadows = castshadow;
e->cullradius = e->lightradius;
- e->mins[0] = e->origin[0] - e->lightradius;
- e->maxs[0] = e->origin[0] + e->lightradius;
- e->mins[1] = e->origin[1] - e->lightradius;
- e->maxs[1] = e->origin[1] + e->lightradius;
- e->mins[2] = e->origin[2] - e->lightradius;
- e->maxs[2] = e->origin[2] + e->lightradius;
+ for (k = 0;k < 3;k++)
+ {
+ e->mins[k] = e->origin[k] - e->lightradius;
+ e->maxs[k] = e->origin[k] + e->lightradius;
+ }
e->next = r_shadow_worldlightchain;
r_shadow_worldlightchain = e;
if (cl.worldmodel)
{
castshadowcount++;
- if (r_shadow_portallight.integer)
+ i = Mod_PointContents(e->origin, cl.worldmodel);
+ if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
{
qbyte *byteleafpvs;
qbyte *bytesurfacepvs;
+
byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
- Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, e->lightradius);
+
+ Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
- {
- if (byteleafpvs[i+1])
- {
- temp[0] = bound(leaf->mins[0], e->origin[0], leaf->maxs[0]) - e->origin[0];
- temp[1] = bound(leaf->mins[1], e->origin[1], leaf->maxs[1]) - e->origin[1];
- temp[2] = bound(leaf->mins[2], e->origin[2], leaf->maxs[2]) - e->origin[2];
- if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
- leaf->worldnodeframe = castshadowcount;
- }
- }
+ if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+ leaf->worldnodeframe = castshadowcount;
for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
- {
- if (bytesurfacepvs[i])
- {
- f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f > 0 && f < e->lightradius)
- {
- temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
- temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
- temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
- if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
- surf->castshadow = castshadowcount;
- }
- }
- }
+ if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+ surf->castshadow = castshadowcount;
Mem_Free(byteleafpvs);
Mem_Free(bytesurfacepvs);
pvs = Mod_LeafPVS(leaf, cl.worldmodel);
for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
{
- if (pvs[i >> 3] & (1 << (i & 7)))
+ if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
{
- VectorCopy(origin, temp);
- if (temp[0] < leaf->mins[0]) temp[0] = leaf->mins[0];
- if (temp[0] > leaf->maxs[0]) temp[0] = leaf->maxs[0];
- if (temp[1] < leaf->mins[1]) temp[1] = leaf->mins[1];
- if (temp[1] > leaf->maxs[1]) temp[1] = leaf->maxs[1];
- if (temp[2] < leaf->mins[2]) temp[2] = leaf->mins[2];
- if (temp[2] > leaf->maxs[2]) temp[2] = leaf->maxs[2];
- VectorSubtract(temp, origin, temp);
- if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+ leaf->worldnodeframe = castshadowcount;
+ for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
{
- leaf->worldnodeframe = castshadowcount;
- for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
- {
- surf = cl.worldmodel->surfaces + *mark;
- if (surf->castshadow != castshadowcount)
- {
- f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f > 0 && f < e->lightradius)
- {
- temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
- temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
- temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
- if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
- surf->castshadow = castshadowcount;
- }
- }
- }
+ surf = cl.worldmodel->surfaces + *mark;
+ if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+ surf->castshadow = castshadowcount;
}
}
}
for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
if (surf->castshadow == castshadowcount)
e->surfaces[e->numsurfaces++] = surf;
- // find bounding box and sphere of lit surfaces
- // (these will be used for creating a shape to clip the light)
- radius2 = 0;
+
+ // find bounding box of lit leafs
VectorCopy(e->origin, e->mins);
VectorCopy(e->origin, e->maxs);
- for (j = 0;j < e->numsurfaces;j++)
+ for (j = 0;j < e->numleafs;j++)
{
- surf = e->surfaces[j];
- for (k = 0, v = surf->poly_verts;k < surf->poly_numverts;k++, v += 3)
+ leaf = e->leafs[j];
+ for (k = 0;k < 3;k++)
{
- if (e->mins[0] > v[0]) e->mins[0] = v[0];if (e->maxs[0] < v[0]) e->maxs[0] = v[0];
- if (e->mins[1] > v[1]) e->mins[1] = v[1];if (e->maxs[1] < v[1]) e->maxs[1] = v[1];
- if (e->mins[2] > v[2]) e->mins[2] = v[2];if (e->maxs[2] < v[2]) e->maxs[2] = v[2];
- VectorSubtract(v, e->origin, temp);
- f = DotProduct(temp, temp);
- if (radius2 < f)
- radius2 = f;
+ if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+ if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
}
}
- e->cullradius = sqrt(radius2);
- if (e->cullradius > e->lightradius)
- e->cullradius = e->lightradius;
- if (e->mins[0] < e->origin[0] - e->lightradius) e->mins[0] = e->origin[0] - e->lightradius;
- if (e->maxs[0] > e->origin[0] + e->lightradius) e->maxs[0] = e->origin[0] + e->lightradius;
- if (e->mins[1] < e->origin[1] - e->lightradius) e->mins[1] = e->origin[1] - e->lightradius;
- if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
- if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
- if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
+
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
+ if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+ }
+ e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
if (e->castshadows)
{
- maxverts = 256;
- verts = NULL;
castshadowcount++;
for (j = 0;j < e->numsurfaces;j++)
{
for (j = 0;j < e->numsurfaces;j++)
if (e->surfaces[j]->castshadow == castshadowcount)
for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->verts, surfmesh->numtriangles, surfmesh->index);
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
// cast shadow volume from castmesh
if (maxverts < castmesh->numverts * 2)
{
maxverts = castmesh->numverts * 2;
- if (verts)
- Mem_Free(verts);
- verts = NULL;
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ vertex3f = NULL;
}
- if (verts == NULL && maxverts > 0)
- verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4]));
+ if (vertex3f == NULL && maxverts > 0)
+ vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
// now that we have the buffers big enough, construct shadow volume mesh
- memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
- R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, 10000000.0f);//, e->lightradius);
- R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
- tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
+ 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);
// add the constructed shadow volume mesh
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements);
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
}
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ vertex3f = NULL;
// we're done with castmesh now
Mod_ShadowMesh_Free(castmesh);
e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
R_Mesh_State(&m);
GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
- varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
- varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
- varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
- varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
- varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
- varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
- varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
- varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
- varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
- varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
- varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
- varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
- varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
- varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
- varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
- varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
- R_Mesh_Draw(4, 2, polygonelements);
+ R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
}
void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
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;
}
if (light <= 0 && islight)
light = 300;
- radius = bound(15, light * r_editlights_quakelightsizescale.value / scale, 1048576);
+ radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
if (color[0] == 1 && color[1] == 1 && color[2] == 1)
VectorCopy(overridecolor, color);