void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
{
- rmeshstate_t m;
if (r_shadow_compilingrtlight)
{
// if we're compiling an rtlight, capture the mesh
return;
}
renderstats.lights_shadowtriangles += numtriangles;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
+ CHECKGLERROR
+ R_Mesh_VertexPointer(vertex3f);
GL_LockArrays(0, numvertices);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, numvertices, numtriangles, element3i);
// increment stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, numvertices, numtriangles, element3i);
GL_LockArrays(0, 0);
+ CHECKGLERROR
}
static void R_Shadow_MakeTextures(void)
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);
+ d = (int)bound(0, intensity, 255);
data[(y*ATTEN2DSIZE+x)*4+0] = d;
data[(y*ATTEN2DSIZE+x)*4+1] = d;
data[(y*ATTEN2DSIZE+x)*4+2] = d;
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);
+ d = (int)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;
void R_Shadow_RenderMode_Begin(void)
{
- rmeshstate_t m;
-
R_Shadow_ValidateCvars();
if (!r_shadow_attenuation2dtexture
|| r_shadow_lightattenuationscale.value != r_shadow_attenscale)
R_Shadow_MakeTextures();
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ CHECKGLERROR
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
GL_Color(0, 0, 0, 1);
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglEnable(GL_CULL_FACE);
+ qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
void R_Shadow_RenderMode_Reset(void)
{
- rmeshstate_t m;
+ CHECKGLERROR
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
{
- qglUseProgramObjectARB(0);
- // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
- qglBegin(GL_TRIANGLES);
- qglEnd();
- CHECKGLERROR
+ qglUseProgramObjectARB(0);CHECKGLERROR
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
- qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ {
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ }
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
}
void R_Shadow_RenderMode_StencilShadowVolumes(void)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_Color(1, 1, 1, 1);
GL_ColorMask(0, 0, 0, 0);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
- if (!r_showtrispass)
- qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
- //if (r_shadow_shadow_polygonoffset.value != 0)
- //{
- // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
- // qglEnable(GL_POLYGON_OFFSET_FILL);
- //}
- //else
- // qglDisable(GL_POLYGON_OFFSET_FILL);
- qglDepthFunc(GL_LESS);
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglEnable(GL_STENCIL_TEST);
- qglStencilFunc(GL_ALWAYS, 128, ~0);
+ qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);CHECKGLERROR
+ qglDepthFunc(GL_LESS);CHECKGLERROR
+ qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
r_shadow_rendermode = r_shadow_shadowingrendermode;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
{
- qglDisable(GL_CULL_FACE);
- qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
- qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
- qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
}
else
{
- qglEnable(GL_CULL_FACE);
- qglStencilMask(~0);
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglStencilMask(~0);CHECKGLERROR
// this is changed by every shadow render so its value here is unimportant
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
}
GL_Clear(GL_STENCIL_BUFFER_BIT);
renderstats.lights_clears++;
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- if (!r_showtrispass)
- qglPolygonOffset(0, 0);
- //qglDisable(GL_POLYGON_OFFSET_FILL);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+ //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
if (transparent)
- qglDepthFunc(GL_LEQUAL);
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ }
else
- qglDepthFunc(GL_EQUAL);
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglEnable(GL_CULL_FACE);
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
if (stenciltest)
- qglEnable(GL_STENCIL_TEST);
+ {
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ }
else
- qglDisable(GL_STENCIL_TEST);
- qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ {
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ }
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
- qglStencilFunc(GL_EQUAL, 128, ~0);
+ qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
r_shadow_rendermode = r_shadow_lightingrendermode;
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
+ R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
//R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(!r_showdisabledepthtest.integer);
- if (!r_showtrispass)
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
GL_Color(0.0, 0.0125, 0.1, 1);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- qglDepthFunc(GL_GEQUAL);
- qglCullFace(GL_FRONT); // this culls back
- qglDisable(GL_CULL_FACE);
- qglDisable(GL_STENCIL_TEST);
+ qglDepthFunc(GL_GEQUAL);CHECKGLERROR
+ qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
}
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(!r_showdisabledepthtest.integer);
- if (!r_showtrispass)
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
GL_Color(0.1, 0.0125, 0, 1);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
if (transparent)
- qglDepthFunc(GL_LEQUAL);
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ }
else
- qglDepthFunc(GL_EQUAL);
- qglCullFace(GL_FRONT); // this culls back
- qglEnable(GL_CULL_FACE);
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
if (stenciltest)
- qglEnable(GL_STENCIL_TEST);
+ {
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ }
else
- qglDisable(GL_STENCIL_TEST);
+ {
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ }
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
}
void R_Shadow_RenderMode_End(void)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
R_Shadow_RenderMode_ActiveLight(NULL);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
- if (!r_showtrispass)
- qglPolygonOffset(0, 0);
- //qglDisable(GL_POLYGON_OFFSET_FILL);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+ //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
- qglDepthFunc(GL_LEQUAL);
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglEnable(GL_CULL_FACE);
- qglDisable(GL_STENCIL_TEST);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
if (gl_support_stenciltwoside)
- qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- qglStencilMask(~0);
- qglStencilFunc(GL_ALWAYS, 128, ~0);
+ {
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ }
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
}
}
// now convert the scissor rectangle to integer screen coordinates
- ix1 = x1 - 1.0f;
- iy1 = y1 - 1.0f;
- ix2 = x2 + 1.0f;
- iy2 = y2 + 1.0f;
+ ix1 = (int)(x1 - 1.0f);
+ iy1 = (int)(y1 - 1.0f);
+ ix2 = (int)(x2 + 1.0f);
+ iy2 = (int)(y2 + 1.0f);
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
// clamp it to the screen
// the light area is visible, set up the scissor rectangle
GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
- //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
- //qglEnable(GL_SCISSOR_TEST);
+ //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
+ //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
renderstats.lights_scissored++;
return false;
}
-extern float *rsurface_vertex3f;
-extern float *rsurface_svector3f;
-extern float *rsurface_tvector3f;
-extern float *rsurface_normal3f;
-extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
-
static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
{
int numverts = surface->num_vertices;
}
}
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
// used to display how many times a surface is lit for level design purposes
int surfacelistindex;
- rmeshstate_t m;
GL_Color(0.1, 0.025, 0, 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const msurface_t *surface = surfacelist[surfacelistindex];
- RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, false);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
}
+ GL_LockArrays(0, 0);
}
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
int surfacelistindex;
- R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
+ RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
+ R_SetupSurfaceShader(lightcolorbase, false);
+ R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const msurface_t *surface = surfacelist[surfacelistindex];
- const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
- RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
+ }
+ GL_LockArrays(0, 0);
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
}
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
{
int renders;
float color2[3];
rmeshstate_t m;
- const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
GL_Color(1,1,1,1);
// colorscale accounts for how much we multiply the brightness
// during combine.
{
// 3 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
- m.texmatrix[1] = texture->currenttexmatrix;
+ m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[1] = rsurface_texture->currenttexmatrix;
m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
m.pointer_texcoord3f[2] = rsurface_vertex3f;
m.texmatrix[2] = r_shadow_entitytolight;
{
// 2 3D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
- m.texmatrix[1] = texture->currenttexmatrix;
+ m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[1] = rsurface_texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
// 4 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
- m.texmatrix[2] = texture->currenttexmatrix;
+ m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[2] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
{
// 3 2D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
- m.texmatrix[2] = texture->currenttexmatrix;
+ m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[2] = rsurface_texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
{
int renders;
float color2[3];
rmeshstate_t m;
- const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
GL_Color(1,1,1,1);
// colorscale accounts for how much we multiply the brightness
// during combine.
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[2] = rsurface_vertex3f;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
{
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
{
// 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[3] = rsurface_vertex3f;
m.texmatrix[3] = r_shadow_entitytoattenuationz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
{
int renders;
float color2[3];
rmeshstate_t m;
- const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
// FIXME: detect blendsquare!
//if (!gl_support_blendsquare)
// return;
{
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
{
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
{
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB path (any Geforce, any Radeon)
int surfacelistindex;
qboolean dospecular = specularscale > 0;
if (!doambient && !dodiffuse && !dospecular)
return;
+ RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
+ R_Mesh_ColorPointer(NULL);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const msurface_t *surface = surfacelist[surfacelistindex];
- RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true);
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
if (dopants)
{
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
}
if (doshirt)
{
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
}
if (dospecular)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
}
}
-void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
{
int renders;
- const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
{
}
}
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
int surfacelistindex;
+ model_t *model = rsurface_entity->model;
float ambientcolorbase[3], diffusecolorbase[3];
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ R_Mesh_ColorPointer(rsurface_array_color4f);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
+ m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
if (r_textureunits.integer >= 2)
{
- // voodoo2
+ // voodoo2 or TNT
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
if (r_textureunits.integer >= 3)
{
- // Geforce3/Radeon class but not using dot3
+ // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
}
}
- m.pointer_color = rsurface_array_color4f;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
+ RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const msurface_t *surface = surfacelist[surfacelistindex];
- RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, true, false);
// OpenGL 1.1 path (anything)
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
- if (r_textureunits.integer >= 2)
- {
- // voodoo2 or TNT
- R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
- if (r_textureunits.integer >= 3)
- {
- // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
- R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
- }
- }
R_Mesh_TexBind(0, R_GetTexture(basetexture));
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
if (dopants)
{
R_Mesh_TexBind(0, R_GetTexture(pantstexture));
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
R_Mesh_TexBind(0, R_GetTexture(shirttexture));
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorshirt, ambientcolorshirt);
}
}
}
-void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
+void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
{
// FIXME: support MATERIALFLAG_NODEPTHTEST
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
// calculate colors to render this texture with
- lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
- lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
- lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+ lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
+ lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
+ lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
+ if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
- if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
- qglDisable(GL_CULL_FACE);
+ if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
+ {
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ }
else
- qglEnable(GL_CULL_FACE);
- if (texture->colormapping)
{
- qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
- qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ }
+ if (rsurface_texture->colormapping)
+ {
+ qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
+ qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
if (dopants)
{
- lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
- lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
- lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
+ lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
+ lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
+ lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
}
else
VectorClear(lightcolorpants);
if (doshirt)
{
- lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
- lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
- lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
+ lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
+ lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
+ lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
}
else
VectorClear(lightcolorshirt);
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
break;
default:
Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+ R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+ R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
break;
default:
Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
}
}
- Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
+ if (developer.integer >= 10)
+ Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
{
+ model_t *model = ent->model;
vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
vec_t relativeshadowradius;
if (ent == r_refdef.worldentity)
{
shadowmesh_t *mesh;
R_Mesh_Matrix(&ent->matrix);
+ CHECKGLERROR
for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
renderstats.lights_shadowtriangles += mesh->numtriangles;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
// increment stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
GL_LockArrays(0, 0);
}
+ CHECKGLERROR
}
else if (numsurfaces)
{
R_Mesh_Matrix(&ent->matrix);
- ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
+ model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
}
}
else
relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
R_Mesh_Matrix(&ent->matrix);
- ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+ model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
}
}
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
{
// set up properties for rendering light onto this entity
+ RSurf_ActiveEntity(ent);
Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_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);
Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
- R_Mesh_Matrix(&ent->matrix);
+ VectorCopy(rsurface_modelorg, r_shadow_entityeyeorigin);
+ if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+ R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
}
void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
{
- if (!ent->model->DrawLight)
+ model_t *model = ent->model;
+ if (!model->DrawLight)
return;
R_Shadow_SetupEntityLight(ent);
if (ent == r_refdef.worldentity)
- ent->model->DrawLight(ent, numsurfaces, surfacelist);
+ model->DrawLight(ent, numsurfaces, surfacelist);
else
- ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
+ model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
}
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
{
for (i = 0;i < r_refdef.numentities;i++)
{
+ model_t *model;
entity_render_t *ent = r_refdef.entities[i];
if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
- && ent->model
+ && (model = ent->model)
&& !(ent->flags & RENDER_TRANSPARENT)
&& (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
{
// about the VectorDistance2 - light emitting entities should not cast their own shadow
- if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
+ if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
shadowentities[numshadowentities++] = ent;
- if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
+ if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight)
lightentities[numlightentities++] = ent;
}
}
r_shadow_selectedlight->selected = true;
}
-void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
+ // this is never batched (there can be only one)
float scale = r_editlights_cursorgrid.value * 0.5f;
R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
-void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
+ // this is never batched (due to the ent parameter changing every time)
+ // so numsurfaces == 1 and surfacelist[0] == lightnumber
float intensity;
const dlight_t *light = (dlight_t *)ent;
intensity = 0.5;
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
if (!light->shadow)
intensity *= 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
void R_Shadow_DrawLightSprites(void)