int r_shadow_buffer_numlighttrispvsbytes;
unsigned char *r_shadow_buffer_lighttrispvs;
-// current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
-vec3_t r_shadow_rtlight_cullmins;
-vec3_t r_shadow_rtlight_cullmaxs;
-// current light's culling planes
-int r_shadow_rtlight_numfrustumplanes;
-mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
-
rtexturepool_t *r_shadow_texturepool;
rtexture_t *r_shadow_attenuationgradienttexture;
rtexture_t *r_shadow_attenuation2dtexture;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
- GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+ GL_CullFace(r_view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
// increment stencil if frontface is behind depthbuffer
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
-// light currently being rendered
-rtlight_t *r_shadow_rtlight;
-
-// this is the location of the light in entity space
-vec3_t r_shadow_entitylightorigin;
-// this transforms entity coordinates to light filter cubemap coordinates
-// (also often used for other purposes)
-matrix4x4_t r_shadow_entitytolight;
-// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
-// of attenuation texturing in full 3D (Z result often ignored)
-matrix4x4_t r_shadow_entitytoattenuationxyz;
-// this transforms only the Z to S, and T is always 0.5
-matrix4x4_t r_shadow_entitytoattenuationz;
-
void R_Shadow_RenderMode_Begin(void)
{
R_Shadow_ValidateCvars();
R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_DepthMask(false);
GL_Color(0, 0, 0, 1);
void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
{
- r_shadow_rtlight = rtlight;
+ rsurface.rtlight = rtlight;
}
void R_Shadow_RenderMode_Reset(void)
GL_DepthTest(true);
GL_DepthMask(false);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_view.cullface_back);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_ColorMask(0, 0, 0, 0);
- qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
qglDepthFunc(GL_LESS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
r_shadow_rendermode = r_shadow_shadowingrendermode;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
{
GL_CullFace(GL_NONE);
- qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
- qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
+ qglStencilOpSeparate(r_view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ qglStencilOpSeparate(r_view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
{
GL_CullFace(GL_NONE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
+ qglActiveStencilFaceEXT(r_view.cullface_front);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
+ qglActiveStencilFaceEXT(r_view.cullface_back);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
}
R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
- R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
+ R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.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_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
- //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
+ //R_Mesh_TexMatrix(3, rsurface.entitytolight); // light filter matrix
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
CHECKGLERROR
GL_DepthRange(0, 1);
GL_DepthTest(r_showshadowvolumes.integer < 2);
GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
- qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
GL_CullFace(GL_NONE);
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
}
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+ Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
if (r_refdef.fogenabled)
{
float f;
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
{
for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
color4f[0] = ambientcolor[0] * distintensity;
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
{
for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
float lightdir[3];
for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
- VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+ VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
// the cubemap normalizes this for us
out3f[0] = DotProduct(svector3f, lightdir);
out3f[1] = DotProduct(tvector3f, lightdir);
float lightdir[3], eyedir[3], halfdir[3];
for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
- VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+ VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
VectorNormalize(lightdir);
VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
VectorNormalize(eyedir);
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
- R_Mesh_TexCoordPointer(0, 2, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
//
// Limit mult to 64 for sanity sake.
GL_Color(1,1,1,1);
- if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
+ if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
{
// 3 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[1] = rsurface.texture->currenttexmatrix;
- m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[2] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[2] = r_shadow_entitytolight;
+ m.texmatrix[2] = rsurface.entitytolight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
- else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+ else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
{
// 2 3D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[1] = rsurface.texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
- else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
// 4 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.texmatrix[1] = rsurface.entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[2] = rsurface.texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[3] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[3] = r_shadow_entitytolight;
+ m.texmatrix[3] = rsurface.entitytolight;
}
GL_BlendFunc(GL_ONE, GL_ONE);
}
- else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+ else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
{
// 3 2D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.texmatrix[1] = rsurface.entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[2] = rsurface.texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.texmatrix[1] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[2] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[2] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
{
// 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[1] = rsurface.entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_textureunits.integer >= 4)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[2] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[2] = rsurface.entitytoattenuationxyz;
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[3] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[3] = r_shadow_entitytoattenuationz;
+ m.texmatrix[3] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.texmatrix[1] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
GL_Color(1,1,1,1);
// generate normalization cubemap texcoords
R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.texmatrix[1] = rsurface.entitytolight;
}
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!
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.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.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[1] = rsurface.entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.texmatrix[1] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+ m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
}
-void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
{
int renders;
int i;
static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// OpenGL 1.1 path (anything)
- const model_t *model = rsurface.model;
float ambientcolorbase[3], diffusecolorbase[3];
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
if (r_textureunits.integer >= 2)
{
// voodoo2 or TNT
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[1] = rsurface.entitytoattenuationxyz;
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
{
// Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ m.texmatrix[2] = rsurface.entitytoattenuationz;
m.pointer_texcoord3f[2] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
}
R_Mesh_TextureState(&m);
//R_Mesh_TexBind(0, R_GetTexture(basetexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
if (dopants)
{
R_Mesh_TexBind(0, R_GetTexture(pantstexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
R_Mesh_TexBind(0, R_GetTexture(shirttexture));
- R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
}
}
+extern cvar_t gl_lightmaps;
void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
{
float ambientscale, diffusescale, specularscale;
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
+ rtexture_t *nmap;
// calculate colors to render this texture with
- lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface.texture->currentlayers[0].color[0] * rsurface.texture->currentlayers[0].color[3];
- lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface.texture->currentlayers[0].color[1] * rsurface.texture->currentlayers[0].color[3];
- lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface.texture->currentlayers[0].color[2] * rsurface.texture->currentlayers[0].color[3];
- ambientscale = r_shadow_rtlight->ambientscale;
- diffusescale = r_shadow_rtlight->diffusescale;
- specularscale = r_shadow_rtlight->specularscale * rsurface.texture->specularscale;
+ lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
+ lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
+ lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
+ ambientscale = rsurface.rtlight->ambientscale;
+ diffusescale = rsurface.rtlight->diffusescale;
+ specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
if (!r_shadow_usenormalmap.integer)
{
ambientscale += 1.0f * diffusescale;
if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- if (rsurface.texture->colormapping)
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ nmap = rsurface.texture->currentskinframe->nmap;
+ if (gl_lightmaps.integer)
+ nmap = r_texture_blanknormalmap;
+ if (rsurface.texture->colormapping && !gl_lightmaps.integer)
{
qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
int i, j;
mplane_t plane;
// reset the count of frustum planes
- // see r_shadow_rtlight_frustumplanes definition for how much this array
+ // see rsurface.rtlight_frustumplanes definition for how much this array
// can hold
- r_shadow_rtlight_numfrustumplanes = 0;
+ rsurface.rtlight_numfrustumplanes = 0;
+
+ // haven't implemented a culling path for ortho rendering
+ if (!r_view.useperspective)
+ {
+ // check if the light is on screen and copy the 4 planes if it is
+ for (i = 0;i < 4;i++)
+ if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
+ break;
+ if (i == 4)
+ for (i = 0;i < 4;i++)
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i];
+ return;
+ }
#if 1
// generate a deformed frustum that includes the light origin, this is
if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
continue;
// copy the plane
- r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_view.frustum[i];
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i];
}
// if all the standard frustum planes were accepted, the light is onscreen
// otherwise we need to generate some more planes below...
- if (r_shadow_rtlight_numfrustumplanes < 4)
+ if (rsurface.rtlight_numfrustumplanes < 4)
{
// at least one of the stock frustum planes failed, so we need to
// create one or two custom planes to enclose the light origin
// we have created a valid plane, compute extra info
PlaneClassify(&plane);
// copy the plane
- r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
#if 1
// if we've found 5 frustum planes then we have constructed a
// proper split-side case and do not need to keep searching for
// planes to enclose the light origin
- if (r_shadow_rtlight_numfrustumplanes == 5)
+ if (rsurface.rtlight_numfrustumplanes == 5)
break;
#endif
}
#endif
#if 0
- for (i = 0;i < r_shadow_rtlight_numfrustumplanes;i++)
+ for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
{
- plane = r_shadow_rtlight_frustumplanes[i];
+ plane = rsurface.rtlight_frustumplanes[i];
Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
}
#endif
VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
plane.dist = VectorNormalizeLength(plane.normal);
plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
- r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
}
}
#endif
{
VectorClear(plane.normal);
plane.normal[i >> 1] = (i & 1) ? -1 : 1;
- plane.dist = (i & 1) ? -r_shadow_rtlight_cullmaxs[i >> 1] : r_shadow_rtlight_cullmins[i >> 1];
- r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
+ plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
}
#endif
vec_t bestdist;
// reduce all plane distances to tightly fit the rtlight cull box, which
// is in worldspace
- VectorSet(points[0], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]);
- VectorSet(points[1], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]);
- VectorSet(points[2], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]);
- VectorSet(points[3], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]);
- VectorSet(points[4], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]);
- VectorSet(points[5], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]);
- VectorSet(points[6], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]);
- VectorSet(points[7], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]);
- oldnum = r_shadow_rtlight_numfrustumplanes;
- r_shadow_rtlight_numfrustumplanes = 0;
+ VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
+ VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
+ VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
+ VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
+ VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
+ VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
+ VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
+ VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
+ oldnum = rsurface.rtlight_numfrustumplanes;
+ rsurface.rtlight_numfrustumplanes = 0;
for (j = 0;j < oldnum;j++)
{
// find the nearest point on the box to this plane
- bestdist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[0]);
+ bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
for (i = 1;i < 8;i++)
{
- dist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[i]);
+ dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
if (bestdist > dist)
bestdist = dist;
}
- Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, r_shadow_rtlight_frustumplanes[j].normal[0], r_shadow_rtlight_frustumplanes[j].normal[1], r_shadow_rtlight_frustumplanes[j].normal[2], r_shadow_rtlight_frustumplanes[j].dist, bestdist);
+ Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
// if the nearest point is near or behind the plane, we want this
// plane, otherwise the plane is useless as it won't cull anything
- if (r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125)
+ if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
{
- PlaneClassify(&r_shadow_rtlight_frustumplanes[j]);
- r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_shadow_rtlight_frustumplanes[j];
+ PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
}
}
}
void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
RSurf_ActiveWorldEntity();
- if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+ if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
shadowmesh_t *mesh;
CHECKGLERROR
- for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ for (mesh = rsurface.rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
- GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+ GL_CullFace(r_view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
// increment stencil if frontface is behind depthbuffer
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
if (CHECKPVSBIT(trispvs, t))
shadowmarklist[numshadowmark++] = t;
}
- R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
}
else if (numsurfaces)
- r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
+ r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
}
void R_Shadow_DrawEntityShadow(entity_render_t *ent)
vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
vec_t relativeshadowradius;
RSurf_ActiveModelEntity(ent, false, false);
- Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
- relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
+ Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
+ relativeshadowradius = rsurface.rtlight->radius / ent->scale;
relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
{
// set up properties for rendering light onto this entity
RSurf_ActiveModelEntity(ent, true, true);
- Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
- Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
- Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
- Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
+ Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
+ Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
+ Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
- R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+ R_Mesh_TexMatrix(3, &rsurface.entitytolight);
}
void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
// set up properties for rendering light onto this entity
RSurf_ActiveWorldEntity();
- r_shadow_entitytolight = r_shadow_rtlight->matrix_worldtolight;
- Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
- Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
- VectorCopy(r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
+ rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
+ Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
+ Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
+ VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
- R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+ R_Mesh_TexMatrix(3, &rsurface.entitytolight);
r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
}
if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
return;
- VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins);
- VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs);
+ VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
+ VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
- r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
+ r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
shadowtrispvs = r_shadow_buffer_shadowtrispvs;
lighttrispvs = r_shadow_buffer_lighttrispvs;
// if the reduced leaf bounds are offscreen, skip it
- if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+ if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
return;
}
else
return;
}
// set up a scissor rectangle for this light
- if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+ if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
return;
R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
model_t *model;
entity_render_t *ent = r_refdef.entities[i];
vec3_t org;
- if (!BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+ if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
continue;
// skip the object entirely if it is not within the valid
// shadow-casting region (which includes the lit region)
- if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes))
+ if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
continue;
if (!(model = ent->model))
continue;
// count this light in the r_speeds
r_refdef.stats.lights++;
- if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+ if (r_showshadowvolumes.integer && r_view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
{
// optionally draw visible shape of the shadow volumes
// for performance analysis by level designers
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
if (numsurfaces)
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(false, false);
if (numsurfaces)
R_Shadow_RenderMode_End();
}
-extern void R_SetupView(const matrix4x4_t *matrix);
+extern void R_SetupView(void);
extern cvar_t r_shadows_throwdistance;
void R_DrawModelShadows(void)
{
GL_DepthRange(0, 1);
GL_DepthTest(false);
GL_DepthMask(false);
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(0, 0);CHECKGLERROR
GL_Color(0, 0, 0, 0.5);
GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
qglDepthFunc(GL_ALWAYS);CHECKGLERROR
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
// restoring the perspective view is done by R_RenderScene
- //R_SetupView(&r_view.matrix);
+ //R_SetupView();
// restore other state to normal
R_Shadow_RenderMode_End();
{
if (!r_shadow_filters_texturepool)
r_shadow_filters_texturepool = R_AllocTexturePool();
- cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0), NULL);
Mem_Free(cubemappixels);
}
else
data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
- for (entnum = 0;COM_ParseToken_Simple(&data, false) && com_token[0] == '{';entnum++)
+ for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
{
type = LIGHTTYPE_MINUSX;
origin[0] = origin[1] = origin[2] = 0;
islight = false;
while (1)
{
- if (!COM_ParseToken_Simple(&data, false))
+ if (!COM_ParseToken_Simple(&data, false, false))
break; // error
if (com_token[0] == '}')
break; // end of entity
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseToken_Simple(&data, false))
+ if (!COM_ParseToken_Simple(&data, false, false))
break; // error
strlcpy(value, com_token, sizeof(value));