cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
-cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
-cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
static int numcubemaps;
static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-#define SHADERPERMUTATION_SPECULAR (1<<0)
-#define SHADERPERMUTATION_FOG (1<<1)
-#define SHADERPERMUTATION_CUBEFILTER (1<<2)
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
-#define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
-#define SHADERPERMUTATION_GEFORCEFX (1<<5)
-#define SHADERPERMUTATION_COUNT (1<<6)
+#define SHADERPERMUTATION_COLORMAPPING (1<<0)
+#define SHADERPERMUTATION_SPECULAR (1<<1)
+#define SHADERPERMUTATION_FOG (1<<2)
+#define SHADERPERMUTATION_CUBEFILTER (1<<3)
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
+#define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
+#define SHADERPERMUTATION_GEFORCEFX (1<<6)
+#define SHADERPERMUTATION_COUNT (1<<7)
GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
"uniform myhalf SpecularScale;\n"
"#endif\n"
"\n"
+"#ifdef USECOLORMAPPING\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"#endif\n"
+"\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Color;\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
"#ifdef USESPECULAR\n"
"uniform sampler2D Texture_Gloss;\n"
"#endif\n"
"\n"
" // calculate shading\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-" myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+" myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+" colorscale *= texturecolor.a;\n"
+" myhvec3 color = myhvec3(texturecolor);\n"
+"#ifdef USECOLORMAPPING\n"
+" color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+" color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
"#ifdef USESPECULAR\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"
fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
+ char permutationname[256];
vertstrings_count = 0;
fragstrings_count = 0;
+ permutationname[0] = 0;
+ if (i & SHADERPERMUTATION_COLORMAPPING)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
+ fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
+ strlcat(permutationname, " colormapping", sizeof(permutationname));
+ }
if (i & SHADERPERMUTATION_SPECULAR)
{
vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+ strlcat(permutationname, " specular", sizeof(permutationname));
}
if (i & SHADERPERMUTATION_FOG)
{
vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+ strlcat(permutationname, " fog", sizeof(permutationname));
}
if (i & SHADERPERMUTATION_CUBEFILTER)
{
vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+ strlcat(permutationname, " cubefilter", sizeof(permutationname));
}
if (i & SHADERPERMUTATION_OFFSETMAPPING)
{
vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+ strlcat(permutationname, " offsetmapping", sizeof(permutationname));
}
if (i & SHADERPERMUTATION_SURFACENORMALIZE)
{
vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
+ strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
}
if (i & SHADERPERMUTATION_GEFORCEFX)
{
continue;
vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
+ strlcat(permutationname, " halffloat", sizeof(permutationname));
}
vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
if (!r_shadow_program_light[i])
{
- Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
+ Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
continue;
}
qglUseProgramObjectARB(r_shadow_program_light[i]);
{
qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
}
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
}
qglUseProgramObjectARB(0);
if (fragstring)
"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
-"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
-"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
+"r_showlighting : useful for performance testing; bright = slow!\n"
+"r_showshadowvolumes : useful for performance testing; bright = slow!\n"
"Commands:\n"
"r_shadow_help : this help\n"
);
Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
- Cvar_RegisterVariable(&r_shadow_visiblelighting);
- Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&r_shadow_glsl);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
- qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+ 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);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- qglPolygonOffset(0, 0);
+ if (!r_showtrispass)
+ qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
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_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
GL_BlendFunc(GL_ONE, GL_ONE);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
CHECKGLERROR
- r_shadow_lightpermutation = 0;
- // only add a feature to the permutation if that permutation exists
- // (otherwise it might end up not using a shader at all, which looks
- // worse than using less features)
- if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
- r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
- if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
- r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
- r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
- if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
- r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
- r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
- if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
- r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
- r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
- qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
- // TODO: support fog (after renderer is converted to texture fog)
- if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
- {
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
- }
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
- if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
- {
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
- }
- //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), r_shadow_entitylightcolorbase[0], r_shadow_entitylightcolorbase[1], r_shadow_entitylightcolorbase[2]);CHECKGLERROR
- //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
- //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
- //{
- // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
- //}
- if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
- {
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
- }
}
}
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
- GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
- qglPolygonOffset(0, 0);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ if (!r_showtrispass)
+ qglPolygonOffset(0, 0);
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);
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
- GL_DepthTest(r_shadow_visiblelighting.integer < 2);
- qglPolygonOffset(0, 0);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ if (!r_showtrispass)
+ qglPolygonOffset(0, 0);
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)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
- qglPolygonOffset(0, 0);
+ if (!r_showtrispass)
+ qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
extern float *rsurface_normal3f;
extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
{
int numverts = surface->num_vertices;
float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
if (fogenabled)
{
float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
}
else
{
- color4f[0] = ambientcolor[0] * distintensity - reduce;
- color4f[1] = ambientcolor[1] * distintensity - reduce;
- color4f[2] = ambientcolor[2] * distintensity - reduce;
+ color4f[0] = ambientcolor[0] * distintensity;
+ color4f[1] = ambientcolor[1] * distintensity;
+ color4f[2] = ambientcolor[2] * distintensity;
}
if (fogenabled)
{
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
}
else
{
- color4f[0] = ambientcolor[0] * distintensity - reduce;
- color4f[1] = ambientcolor[1] * distintensity - reduce;
- color4f[2] = ambientcolor[2] * distintensity - reduce;
+ color4f[0] = ambientcolor[0] * distintensity;
+ color4f[1] = ambientcolor[1] * distintensity;
+ color4f[2] = ambientcolor[2] * distintensity;
}
if (fogenabled)
{
}
}
-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)
+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)
{
// used to display how many times a surface is lit for level design purposes
int surfacelistindex;
rmeshstate_t m;
- qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
- if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
- return;
GL_Color(0.1, 0.025, 0, 1);
memset(&m, 0, sizeof(m));
R_Mesh_State(&m);
}
}
-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)
+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)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
int surfacelistindex;
- qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
- // TODO: add direct pants/shirt rendering
- if (dopants)
- R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
- if (doshirt)
- 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);
- if (!dobase && !dospecular)
- return;
+ // select a permutation of the lighting shader appropriate to this
+ // combination of texture, entity, light source, and fogging, only use the
+ // minimum features necessary to avoid wasting rendering time in the
+ // fragment shader on features that are not being used
+ r_shadow_lightpermutation = 0;
+ // only add a feature to the permutation if that permutation exists
+ // (otherwise it might end up not using a shader at all, which looks
+ // worse than using less features)
+ if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
+ if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
+ if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
+ if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
+ if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
+ if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
+ r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
+ qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+ R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
R_Mesh_TexBind(1, R_GetTexture(basetexture));
- R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
+ if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+ {
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
+ }
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+ if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ R_Mesh_TexBind(5, R_GetTexture(pantstexture));
+ R_Mesh_TexBind(6, R_GetTexture(shirttexture));
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
+ }
+ if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
+ }
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
{
+ R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
}
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+ if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
+ }
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const msurface_t *surface = surfacelist[surfacelistindex];
}
}
-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)
+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)
{
- // ARB path (any Geforce, any Radeon)
- int surfacelistindex;
int renders;
- float color2[3], colorscale;
+ float color2[3];
rmeshstate_t m;
- qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
- // TODO: add direct pants/shirt rendering
- if (doambientpants || dodiffusepants)
- R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
- if (doambientshirt || dodiffuseshirt)
- R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
- if (!doambientbase && !dodiffusebase && !dospecular)
- return;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ GL_Color(1,1,1,1);
+ // 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_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
{
- 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);
- if (!rsurface_svector3f)
- {
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
- }
- if (doambientbase)
- {
- GL_Color(1,1,1,1);
- colorscale = r_shadow_rtlight->ambientscale;
- // 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_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
- {
- // 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);
+ // 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);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
- m.texmatrix[1] = texture->currenttexmatrix;
- m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ 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_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.texmatrix[2] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.texmatrix[2] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- GL_BlendFunc(GL_ONE, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
- {
- // 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);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+ {
+ // 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);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
- m.texmatrix[1] = 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.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_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);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
- m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
- m.texmatrix[2] = texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[2] = texture->currenttexmatrix;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[3] = rsurface_vertex3f;
- m.texmatrix[3] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[3] = rsurface_vertex3f;
+ m.texmatrix[3] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[3] = varray_texcoord3f[3];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- }
- GL_BlendFunc(GL_ONE, GL_ONE);
- }
- else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
- {
- // 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);
+ }
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+ {
+ // 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);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#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
- {
- // 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.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
+ {
+ // 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);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, 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);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, 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;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ 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;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- // this final code is shared
- R_Mesh_State(&m);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- VectorScale(lightcolorbase, colorscale, color2);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- }
- GL_LockArrays(0, 0);
}
- if (dodiffusebase)
- {
- GL_Color(1,1,1,1);
- colorscale = r_shadow_rtlight->diffusescale;
- // 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)
- {
- // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ // this final code is shared
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ VectorScale(lightcolorbase, colorscale, color2);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ }
+ 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)
+{
+ int renders;
+ float color2[3];
+ rmeshstate_t m;
+ const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ GL_Color(1,1,1,1);
+ // 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)
+ {
+ // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+ m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(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_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, 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;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ 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;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- // 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);
+ }
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ // 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);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(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_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, 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(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];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(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(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];
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ GL_LockArrays(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;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ 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;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
- {
- // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- GL_LockArrays(0, 0);
+ }
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+ {
+ // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_LockArrays(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.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ 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.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_textureunits.integer >= 4)
- {
- // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ else if (r_textureunits.integer >= 4)
+ {
+ // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[3] = rsurface_vertex3f;
- m.texmatrix[3] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[3] = rsurface_vertex3f;
+ m.texmatrix[3] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+ m.pointer_texcoord[3] = varray_texcoord2f[3];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(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_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, 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;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ 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;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- 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);
+ }
+ GL_BlendFunc(GL_DST_ALPHA, 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);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, 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);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, 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(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];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(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(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];
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ GL_LockArrays(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;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ 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;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- // this final code is shared
- R_Mesh_State(&m);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- VectorScale(lightcolorbase, colorscale, color2);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- }
- GL_LockArrays(0, 0);
}
- if (dospecular)
- {
- // FIXME: detect blendsquare!
- //if (gl_support_blendsquare)
- {
- colorscale = specularscale;
- GL_Color(1,1,1,1);
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
- {
- // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(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;
- R_Mesh_State(&m);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- 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.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ // this final code is shared
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ VectorScale(lightcolorbase, colorscale, color2);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ }
+ 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)
+{
+ int renders;
+ float color2[3];
+ rmeshstate_t m;
+ const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ // FIXME: detect blendsquare!
+ //if (!gl_support_blendsquare)
+ // return;
+ GL_Color(1,1,1,1);
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_LockArrays(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;
+ R_Mesh_State(&m);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ 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.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- R_Mesh_State(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(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;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ R_Mesh_State(&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;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
- {
- // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(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;
- R_Mesh_State(&m);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- 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.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ }
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_LockArrays(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;
+ R_Mesh_State(&m);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ 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.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else
- {
- // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(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;
- R_Mesh_State(&m);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- 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(r_shadow_attenuation2dtexture);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ else
+ {
+ // 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.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_LockArrays(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;
+ R_Mesh_State(&m);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ 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(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
- R_Mesh_State(&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;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ R_Mesh_State(&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;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- R_Mesh_State(&m);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- VectorScale(lightcolorbase, colorscale, color2);
+ }
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ VectorScale(lightcolorbase, colorscale, color2);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ }
+ 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)
+{
+ // ARB path (any Geforce, any Radeon)
+ int surfacelistindex;
+ qboolean doambient = r_shadow_rtlight->ambientscale > 0;
+ qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
+ qboolean dospecular = specularscale > 0;
+ if (!doambient && !dodiffuse && !dospecular)
+ return;
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ const msurface_t *surface = surfacelist[surfacelistindex];
+ RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ if (doambient)
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, 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);
+ if (dopants)
+ {
+ if (doambient)
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, 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);
+ }
+ if (doshirt)
+ {
+ if (doambient)
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, 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);
+ }
+ if (dospecular)
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
+ }
+}
+
+void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
+{
+ int renders;
+ const int *elements = surface->groupmesh->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++)
+ {
+ int i;
+ float *c;
+#if 1
+ // due to low fillrate on the cards this vertex lighting path is
+ // designed for, we manually cull all triangles that do not
+ // contain a lit vertex
+ int draw;
+ const int *e;
+ int newnumtriangles;
+ int *newe;
+ int newelements[3072];
+ draw = false;
+ newnumtriangles = 0;
+ newe = newelements;
+ for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+ {
+ if (newnumtriangles >= 1024)
+ {
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- }
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
GL_LockArrays(0, 0);
+ newnumtriangles = 0;
+ newe = newelements;
+ }
+ if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
+ {
+ newe[0] = e[0];
+ newe[1] = e[1];
+ newe[2] = e[2];
+ newnumtriangles++;
+ newe += 3;
+ draw = true;
}
}
+ if (newnumtriangles >= 1)
+ {
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+ GL_LockArrays(0, 0);
+ draw = true;
+ }
+ if (!draw)
+ break;
+#else
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ if (VectorLength2(c))
+ goto goodpass;
+ break;
+goodpass:
+ 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);
+#endif
+ // now reduce the intensity for the next overbright pass
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ {
+ c[0] = max(0, c[0] - 1);
+ c[1] = max(0, c[1] - 1);
+ c[2] = max(0, c[2] - 1);
+ }
}
}
-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)
+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)
{
int surfacelistindex;
- int renders;
- float ambientcolor2[3], diffusecolor2[3];
+ float ambientcolorbase[3], diffusecolorbase[3];
+ float ambientcolorpants[3], diffusecolorpants[3];
+ float ambientcolorshirt[3], diffusecolorshirt[3];
rmeshstate_t m;
- qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
- // TODO: add direct pants/shirt rendering
- if (doambientpants || dodiffusepants)
- R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
- if (doambientshirt || dodiffuseshirt)
- R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
- if (!doambientbase && !dodiffusebase)
- return;
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
- GL_BlendFunc(GL_ONE, GL_ONE);
+ VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
+ VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
+ VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
+ VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
+ VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
+ VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
if (r_textureunits.integer >= 2)
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);
if (!rsurface_svector3f)
{
#endif
}
}
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0);
- for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
+ R_Mesh_TexBind(0, R_GetTexture(basetexture));
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
+ if (dopants)
{
- int i;
- float *c;
-#if 1
- // due to low fillrate on the cards this vertex lighting path is
- // designed for, we manually cull all triangles that do not
- // contain a lit vertex
- int draw;
- const int *e;
- int newnumtriangles;
- int *newe;
- int newelements[3072];
- draw = false;
- newnumtriangles = 0;
- newe = newelements;
- for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
- {
- if (newnumtriangles >= 1024)
- {
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
- GL_LockArrays(0, 0);
- newnumtriangles = 0;
- newe = newelements;
- }
- if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
- {
- newe[0] = e[0];
- newe[1] = e[1];
- newe[2] = e[2];
- newnumtriangles++;
- newe += 3;
- draw = true;
- }
- }
- if (newnumtriangles >= 1)
- {
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
- GL_LockArrays(0, 0);
- draw = true;
- }
- if (!draw)
- break;
-#else
- for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
- if (VectorLength2(c))
- goto goodpass;
- break;
-goodpass:
- 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);
-#endif
- // now reduce the intensity for the next overbright pass
- for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
- {
- c[0] = max(0, c[0] - 1);
- c[1] = max(0, c[1] - 1);
- c[2] = max(0, c[2] - 1);
- }
+ R_Mesh_TexBind(0, R_GetTexture(pantstexture));
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
+ }
+ if (doshirt)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(shirttexture));
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
}
}
}
// FIXME: support MATERIALFLAG_NODEPTHTEST
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
rtexture_t *basetexture;
+ rtexture_t *pantstexture;
+ rtexture_t *shirttexture;
rtexture_t *glosstexture;
float specularscale;
- if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
- qglDisable(GL_CULL_FACE);
- else
- qglEnable(GL_CULL_FACE);
+ qboolean dopants, doshirt;
glosstexture = r_texture_black;
specularscale = 0;
if (r_shadow_gloss.integer > 0)
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 ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
- {
- lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
- lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
- lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
- lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
- lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
- lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
- return;
- basetexture = texture->skin.base;
+ if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+ return;
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+ qglDisable(GL_CULL_FACE);
+ else
+ qglEnable(GL_CULL_FACE);
+ dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
+ doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+ if (dopants + doshirt)
+ {
+ 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];
+ }
+ else
+ {
+ pantstexture = r_texture_black;
+ VectorClear(lightcolorpants);
+ }
+ if (doshirt)
+ {
+ shirttexture = texture->skin.shirt;
+ lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
+ lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
+ lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
+ }
+ else
+ {
+ shirttexture = r_texture_black;
+ VectorClear(lightcolorshirt);
+ }
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
break;
default:
Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
}
else
{
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
- return;
basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
break;
default:
Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
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);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
- {
- R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
- if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
- {
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
- }
- }
}
void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
if (!numlightentities)
return;
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
+
// make this the active rtlight for rendering purposes
R_Shadow_RenderMode_ActiveLight(rtlight);
// count this light in the r_speeds
renderstats.lights++;
- // draw stencil shadow volumes to mask off pixels that are in shadow
- // so that they won't receive lighting
usestencil = false;
- if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+ if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
{
- usestencil = true;
- R_Shadow_RenderMode_StencilShadowVolumes();
- for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+ // draw stencil shadow volumes to mask off pixels that are in shadow
+ // so that they won't receive lighting
+ if (gl_stencil)
+ {
+ usestencil = true;
+ R_Shadow_RenderMode_StencilShadowVolumes();
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+ }
+
+ // optionally draw visible shape of the shadow volumes
+ // for performance analysis by level designers
+ if (r_showshadowvolumes.integer)
+ {
+ R_Shadow_RenderMode_VisibleShadowVolumes();
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+ }
}
- // draw lighting in the unmasked areas
- if (numlightentities && !visible)
+ if (numlightentities)
{
+ // draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(usestencil, false);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
- }
-
- // optionally draw visible shape of the shadow volumes
- // for performance analysis by level designers
- if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
- {
- R_Shadow_RenderMode_VisibleShadowVolumes();
- for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
- }
- // optionally draw the illuminated areas
- // for performance analysis by level designers
- if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
- {
- R_Shadow_RenderMode_VisibleLighting(usestencil, false);
- for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ // optionally draw the illuminated areas
+ // for performance analysis by level designers
+ if (r_showlighting.integer)
+ {
+ R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ }
}
}