"void main(void)\n"
"{\n"
" // copy the surface texcoord\n"
-" TexCoord = gl_MultiTexCoord0.st;\n"
+" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
"\n"
" // transform vertex position into light attenuation/cubemap space\n"
" // (-1 to +1 across the light box)\n"
"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
"// written by Forest 'LordHavoc' Hale\n"
"\n"
-"// use half floats on GEFORCEFX for math performance, otherwise don't\n"
-"#ifndef GEFORCEFX\n"
-"#define half float\n"
-"#define hvec2 vec2\n"
-"#define hvec3 vec3\n"
-"#define hvec4 vec4\n"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
"#endif\n"
"\n"
-"uniform hvec3 LightColor;\n"
+"uniform myhvec3 LightColor;\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform half OffsetMapping_Scale;\n"
-"uniform half OffsetMapping_Bias;\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
"#endif\n"
"#ifdef USESPECULAR\n"
-"uniform half SpecularPower;\n"
+"uniform myhalf SpecularPower;\n"
"#endif\n"
"#ifdef USEFOG\n"
-"uniform half FogRangeRecip;\n"
+"uniform myhalf FogRangeRecip;\n"
"#endif\n"
-"uniform half AmbientScale;\n"
-"uniform half DiffuseScale;\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
"#ifdef USESPECULAR\n"
-"uniform half SpecularScale;\n"
+"uniform myhalf SpecularScale;\n"
"#endif\n"
"\n"
"uniform sampler2D Texture_Normal;\n"
" //\n"
" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
" // provide significant illumination, large = slow = pain.\n"
-" half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+" myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+" colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
-" hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
-" hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+" myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+" myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
"#define TexCoord TexCoordOffset\n"
"\n"
" // get the surface normal\n"
"#ifdef SURFACENORMALIZE\n"
-" hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
"#else\n"
-" hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
+" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
"#endif\n"
"\n"
" // calculate shading\n"
-" hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
-" hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
"#ifdef USESPECULAR\n"
-" hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
-" color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
"#endif\n"
"\n"
"#ifdef USECUBEFILTER\n"
" // apply light cubemap filter\n"
-" color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
+" color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
"#endif\n"
"\n"
" // calculate fragment color (apply light color and attenuation/fog scaling)\n"
-" gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
+" gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
"}\n"
;
}
if (i & SHADERPERMUTATION_GEFORCEFX)
{
+ // if the extension does not exist, don't try to compile it
+ if (!gl_support_half_float)
+ continue;
vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
}
maxshadowelements = numtris * 24;
if (shadowelements)
Mem_Free(shadowelements);
- shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
+ shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
}
return shadowelements;
}
if (r_shadow_buffer_leaflist)
Mem_Free(r_shadow_buffer_leaflist);
r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
- r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
- r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
+ r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+ r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
}
if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
{
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
- r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
- r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+ r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+ r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
}
}
Mem_Free(shadowmark);
if (shadowmarklist)
Mem_Free(shadowmarklist);
- shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
- shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+ shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+ shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
shadowmarkcount = 0;
}
shadowmarkcount++;
Mem_Free(vertexupdate);
if (vertexremap)
Mem_Free(vertexremap);
- vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
- vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
vertexupdatenum = 0;
}
vertexupdatenum++;
r_shadow_attenscale = r_shadow_lightattenuationscale.value;
#define ATTEN2DSIZE 64
#define ATTEN3DSIZE 32
- data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+ data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
for (y = 0;y < ATTEN2DSIZE;y++)
{
for (x = 0;x < ATTEN2DSIZE;x++)
// this transforms only the Z to S, and T is always 0.5
static matrix4x4_t r_shadow_entitytoattenuationz;
// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
-static vec3_t r_shadow_entitylightcolor;
+static vec3_t r_shadow_entitylightcolorbase;
+// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorpants;
+// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorshirt;
static int r_shadow_lightpermutation;
static int r_shadow_lightprog;
R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
if (!doambientbase && !dodiffusebase && !dospecular)
return;
+ R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
R_Mesh_TexBind(1, R_GetTexture(basetexture));
R_Mesh_TexBind(2, R_GetTexture(glosstexture));
rsurface_normal3f = varray_normal3f;
Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
- R_Mesh_VertexPointer(rsurface_vertex3f);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
#endif
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[1] = texture->currenttexmatrix;
m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = rsurface_vertex3f;
#endif
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[1] = texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
#endif
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[2] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
#endif
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[2] = texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
// OpenGL 1.1 path (anything)
- R_Mesh_VertexPointer(rsurface_vertex3f);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
if (r_textureunits.integer >= 2)
{
// voodoo2 or TNT
R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
- data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+ data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
rtlight->static_numleafs = numleafs;
rtlight->static_numleafpvsbytes = numleafpvsbytes;
- rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
- rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
+ rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+ rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
rtlight->static_numsurfaces = numsurfaces;
- rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
+ rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
if (numleafs)
memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
if (numleafpvsbytes)
}
}
-void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
{
// set up properties for rendering light onto this entity
- r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
- r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
- r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
+ r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+ r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
+ r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
+ r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
+ r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
+ r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
+ r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
}
}
if (ent == r_refdef.worldentity)
- ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
+ ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
else
- ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
+ ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
}
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
{
cubemapsize = image_width;
// note this clears to black, so unavailable sides are black
- cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+ cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
}
// copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
if (cubemappixels)
dlight_t *R_Shadow_NewWorldLight(void)
{
dlight_t *light;
- light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+ light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
light->next = r_shadow_worldlightchain;
r_shadow_worldlightchain = light;
return light;
{
float intensity;
const dlight_t *light;
- light = calldata1;
+ light = (dlight_t *)calldata1;
intensity = 0.5;
if (light->selected)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
- buf = Mem_Alloc(tempmempool, bufmaxchars);
+ buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
if (oldbuf)
{
if (bufchars)