unsigned char *r_shadow_buffer_surfacepvs;
int *r_shadow_buffer_surfacelist;
-// 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;
+int r_shadow_buffer_numshadowtrispvsbytes;
+unsigned char *r_shadow_buffer_shadowtrispvs;
+int r_shadow_buffer_numlighttrispvsbytes;
+unsigned char *r_shadow_buffer_lighttrispvs;
rtexturepool_t *r_shadow_texturepool;
+rtexture_t *r_shadow_attenuationgradienttexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
-cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
+cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-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_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
+cvar_t r_shadow_polygonoffset = {0, "r_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_glsl lighting)"};
-cvar_t gl_ext_separatestencil = {0, "gl_ext_separatetencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
+cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
-float r_shadow_attenpower, r_shadow_attenscale;
+// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
+#define ATTENTABLESIZE 256
+// 1D gradient, 2D circle and 3D sphere attenuation textures
+#define ATTEN1DSIZE 32
+#define ATTEN2DSIZE 64
+#define ATTEN3DSIZE 32
+
+static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
+static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
+static float r_shadow_attentable[ATTENTABLESIZE+1];
rtlight_t *r_shadow_compilingrtlight;
dlight_t *r_shadow_worldlightchain;
void R_Shadow_EditLights_Reload_f(void);
void R_Shadow_ValidateCvars(void);
static void R_Shadow_MakeTextures(void);
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
void r_shadow_start(void)
{
// allocate vertex processing arrays
numcubemaps = 0;
+ r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
r_shadow_texturepool = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ r_shadow_buffer_numshadowtrispvsbytes = 0;
+ r_shadow_buffer_shadowtrispvs = NULL;
+ r_shadow_buffer_numlighttrispvsbytes = 0;
+ r_shadow_buffer_lighttrispvs = NULL;
}
void r_shadow_shutdown(void)
{
R_Shadow_UncompileWorldLights();
numcubemaps = 0;
+ r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
r_shadow_buffer_surfacelist = NULL;
+ r_shadow_buffer_numshadowtrispvsbytes = 0;
+ if (r_shadow_buffer_shadowtrispvs)
+ Mem_Free(r_shadow_buffer_shadowtrispvs);
+ r_shadow_buffer_numlighttrispvsbytes = 0;
+ if (r_shadow_buffer_lighttrispvs)
+ Mem_Free(r_shadow_buffer_lighttrispvs);
}
void r_shadow_newmap(void)
"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
"r_shadow_gloss2intensity : brightness of forced gloss\n"
"r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_lightattenuationpower : used to generate attenuation texture\n"
-"r_shadow_lightattenuationscale : used to generate attenuation texture\n"
+"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
+"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
"r_shadow_lightradiusscale : scale rendering radius of all lights\n"
"r_shadow_portallight : use portal visibility for static light precomputation\n"
"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
"r_shadow_realtime_world : use high quality world lighting mode\n"
-"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
"r_shadow_realtime_world_compile : compile surface/visibility information\n"
"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
"r_shadow_scissor : use scissor optimization\n"
-"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
"r_showlighting : useful for performance testing; bright = slow!\n"
"r_showshadowvolumes : useful for performance testing; bright = slow!\n"
{
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+ Cvar_RegisterVariable(&r_shadow_usenormalmap);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_gloss2intensity);
Cvar_RegisterVariable(&r_shadow_glossintensity);
Cvar_RegisterVariable(&r_shadow_glossexponent);
- Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
- Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
+ Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
+ Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
Cvar_RegisterVariable(&r_shadow_lightradiusscale);
Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
Cvar_RegisterVariable(&r_shadow_realtime_world);
- Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
Cvar_RegisterVariable(&r_shadow_scissor);
- Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
- Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
+ Cvar_RegisterVariable(&r_shadow_culltriangles);
+ Cvar_RegisterVariable(&r_shadow_polygonfactor);
+ Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&gl_ext_separatestencil);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ r_shadow_buffer_shadowtrispvs = NULL;
+ r_shadow_buffer_lighttrispvs = NULL;
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
}
}
-static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
+static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
{
int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+ int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
+ int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
{
if (r_shadow_buffer_leafpvs)
r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
}
+ if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
+ {
+ if (r_shadow_buffer_shadowtrispvs)
+ Mem_Free(r_shadow_buffer_shadowtrispvs);
+ r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
+ r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
+ }
+ if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
+ {
+ if (r_shadow_buffer_lighttrispvs)
+ Mem_Free(r_shadow_buffer_lighttrispvs);
+ r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
+ r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
+ }
}
void R_Shadow_PrepareShadowMark(int numtris)
if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
return;
tend = firsttriangle + numtris;
- if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
- && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
- && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
+ if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
{
// surface box entirely inside light box, no box cull
if (projectdirection)
v[2] = invertex3f + e[2] * 3;
TriangleNormal(v[0], v[1], v[2], normal);
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
- && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
- && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
- && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
- && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
- && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
- && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
shadowmarklist[numshadowmark++] = t;
}
}
v[1] = invertex3f + e[1] * 3;
v[2] = invertex3f + e[2] * 3;
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
- && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
- && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
- && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
- && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
- && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
- && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
shadowmarklist[numshadowmark++] = t;
}
}
}
r_refdef.stats.lights_shadowtriangles += numtriangles;
CHECKGLERROR
- R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
GL_LockArrays(0, numvertices);
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);
+ 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);
+ R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
GL_LockArrays(0, 0);
CHECKGLERROR
}
+static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
+{
+ float dist = sqrt(x*x+y*y+z*z);
+ float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+ return (unsigned char)bound(0, intensity * 256.0f, 255);
+}
+
static void R_Shadow_MakeTextures(void)
{
- int x, y, z, d;
- float v[3], intensity;
+ int x, y, z;
+ float intensity, dist;
unsigned char *data;
+ unsigned int palette[256];
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
- r_shadow_attenpower = r_shadow_lightattenuationpower.value;
- r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define ATTEN2DSIZE 64
-#define ATTEN3DSIZE 32
- data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+ r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
+ r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
+ // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
+ for (x = 0;x < 256;x++)
+ palette[x] = x * 0x01010101;
+ data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE));
+ // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
+ for (x = 0;x <= ATTENTABLESIZE;x++)
+ {
+ dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
+ intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+ r_shadow_attentable[x] = bound(0, intensity, 1);
+ }
+ // 1D gradient texture
+ for (x = 0;x < ATTEN1DSIZE;x++)
+ data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
+ r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+ // 2D circle texture
for (y = 0;y < ATTEN2DSIZE;y++)
- {
for (x = 0;x < ATTEN2DSIZE;x++)
- {
- v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
- v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
- v[2] = 0;
- intensity = 1.0f - sqrt(DotProduct(v, v));
- if (intensity > 0)
- intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
- d = (int)bound(0, intensity, 255);
- data[(y*ATTEN2DSIZE+x)*4+0] = d;
- data[(y*ATTEN2DSIZE+x)*4+1] = d;
- data[(y*ATTEN2DSIZE+x)*4+2] = d;
- data[(y*ATTEN2DSIZE+x)*4+3] = d;
- }
- }
- r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+ // 3D sphere texture
if (r_shadow_texture3d.integer && gl_texture3d)
{
for (z = 0;z < ATTEN3DSIZE;z++)
- {
for (y = 0;y < ATTEN3DSIZE;y++)
- {
for (x = 0;x < ATTEN3DSIZE;x++)
- {
- v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
- v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
- v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
- intensity = 1.0f - sqrt(DotProduct(v, v));
- if (intensity > 0)
- intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
- d = (int)bound(0, intensity, 255);
- data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
- data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
- data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
- data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
- }
- }
- }
- r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
}
+ else
+ r_shadow_attenuation3dtexture = NULL;
Mem_Free(data);
}
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();
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
- || r_shadow_lightattenuationpower.value != r_shadow_attenpower
- || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
+ || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
+ || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
R_Shadow_MakeTextures();
CHECKGLERROR
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
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)
{
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
}
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ GL_DepthRange(0, 1);
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);
}
-void R_Shadow_RenderMode_StencilShadowVolumes(void)
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
{
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
}
- GL_Clear(GL_STENCIL_BUFFER_BIT);
+ if (clearstencil)
+ GL_Clear(GL_STENCIL_BUFFER_BIT);
r_refdef.stats.lights_clears++;
}
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
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
+ 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;
}
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthRange(0, 1);
GL_DepthTest(r_showlighting.integer < 2);
GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
if (!transparent)
return false;
}
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
{
- int numverts = surface->num_vertices;
- float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
+ float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+ float *normal3f = rsurface.normal3f + 3 * firstvertex;
+ float *color4f = rsurface.array_color4f + 4 * firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
if (r_textureunits.integer >= 3)
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (VectorLength2(diffusecolor) > 0)
+ {
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ {
+ 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));
+ VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
+ }
+ else
+ VectorCopy(ambientcolor, color4f);
+ if (r_refdef.fogenabled)
+ {
+ float f;
+ f = FogPoint_Model(vertex3f);
+ VectorScale(color4f, f, color4f);
+ }
+ color4f[3] = 1;
+ }
+ }
+ else
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
+ VectorCopy(ambientcolor, color4f);
if (r_refdef.fogenabled)
{
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ float f;
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+ f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
else if (r_textureunits.integer >= 2)
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (VectorLength2(diffusecolor) > 0)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+ Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) < 0)
+ {
+ shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ 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;
+ color4f[1] = ambientcolor[1] * distintensity;
+ color4f[2] = ambientcolor[2] * distintensity;
+ }
+ if (r_refdef.fogenabled)
+ {
+ float f;
+ f = FogPoint_Model(vertex3f);
+ VectorScale(color4f, f, color4f);
+ }
}
else
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
color4f[0] = ambientcolor[0] * distintensity;
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
+ if (r_refdef.fogenabled)
+ {
+ float f;
+ f = FogPoint_Model(vertex3f);
+ VectorScale(color4f, f, color4f);
+ }
}
- if (r_refdef.fogenabled)
- {
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
- VectorScale(color4f, f, color4f);
- }
+ else
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
else
{
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (VectorLength2(diffusecolor) > 0)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = DotProduct(v, v)) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- dist = sqrt(dist);
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) < 0)
+ Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+ if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
- shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+ distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
+ Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) < 0)
+ {
+ shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ 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;
+ color4f[1] = ambientcolor[1] * distintensity;
+ color4f[2] = ambientcolor[2] * distintensity;
+ }
+ if (r_refdef.fogenabled)
+ {
+ float f;
+ f = FogPoint_Model(vertex3f);
+ VectorScale(color4f, f, color4f);
+ }
}
else
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ 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);
color4f[0] = ambientcolor[0] * distintensity;
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
+ if (r_refdef.fogenabled)
+ {
+ float f;
+ f = FogPoint_Model(vertex3f);
+ VectorScale(color4f, f, color4f);
+ }
}
- if (r_refdef.fogenabled)
- {
- float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
- VectorScale(color4f, f, color4f);
- }
+ else
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
}
// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
-static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
- int surfacelistindex;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- const msurface_t *surface = surfacelist[surfacelistindex];
- int i;
- float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
- const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
- const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
- const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float lightdir[3];
- for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
- {
- VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
- // the cubemap normalizes this for us
- out3f[0] = DotProduct(svector3f, lightdir);
- out3f[1] = DotProduct(tvector3f, lightdir);
- out3f[2] = DotProduct(normal3f, lightdir);
- }
+ int i;
+ float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
+ const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+ const float *svector3f = rsurface.svector3f + 3 * firstvertex;
+ const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
+ const float *normal3f = rsurface.normal3f + 3 * firstvertex;
+ float lightdir[3];
+ for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+ {
+ VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, lightdir);
+ out3f[1] = DotProduct(tvector3f, lightdir);
+ out3f[2] = DotProduct(normal3f, lightdir);
}
}
-static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
- int surfacelistindex;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- const msurface_t *surface = surfacelist[surfacelistindex];
- int i;
- float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
- const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
- const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
- const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float lightdir[3], eyedir[3], halfdir[3];
- for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
- {
- VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
- VectorNormalize(lightdir);
- VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
- VectorNormalize(eyedir);
- VectorAdd(lightdir, eyedir, halfdir);
- // the cubemap normalizes this for us
- out3f[0] = DotProduct(svector3f, halfdir);
- out3f[1] = DotProduct(tvector3f, halfdir);
- out3f[2] = DotProduct(normal3f, halfdir);
- }
+ int i;
+ float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
+ const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+ const float *svector3f = rsurface.svector3f + 3 * firstvertex;
+ const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
+ const float *normal3f = rsurface.normal3f + 3 * firstvertex;
+ float lightdir[3], eyedir[3], halfdir[3];
+ for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+ {
+ VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
+ VectorNormalize(lightdir);
+ VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
+ VectorNormalize(eyedir);
+ VectorAdd(lightdir, eyedir, halfdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, halfdir);
+ out3f[1] = DotProduct(tvector3f, halfdir);
+ out3f[2] = DotProduct(normal3f, halfdir);
}
}
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(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)
{
// used to display how many times a surface is lit for level design purposes
GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
}
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(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)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
- R_SetupSurfaceShader(lightcolorbase, false);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
+ 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);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
}
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
{
// shared final code for all the dot3 layers
int renders;
for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
{
GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
}
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
//
// 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.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[1] = rsurface_texture->currenttexmatrix;
- m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.texmatrix[2] = r_shadow_entitytolight;
+ 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(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] = 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.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[1] = rsurface_texture->currenttexmatrix;
+ 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.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ 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] = rsurface.entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[2] = rsurface_texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ 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 (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[3] = rsurface_vertex3f;
- m.texmatrix[3] = r_shadow_entitytolight;
+ 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] = 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.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ 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] = rsurface.entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+ 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);
}
else
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ 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] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ 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 (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ 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] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
// Limit mult to 64 for sanity sake.
GL_Color(1,1,1,1);
// generate normalization cubemap texcoords
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ 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 (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ 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] = 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.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ 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 (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ 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] = 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ 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] = 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[3] = rsurface_vertex3f;
- m.texmatrix[3] = r_shadow_entitytoattenuationz;
+ 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] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ 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 (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ 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] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ 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] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ 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 (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ 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] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
{
float glossexponent;
rmeshstate_t m;
// return;
GL_Color(1,1,1,1);
// generate normalization cubemap texcoords
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
+ 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ 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 (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ 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] = 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ 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] = 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+ m.pointer_texcoord_bufferobject[1] = 0;
+ m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ 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] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ 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 (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ 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] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(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)
{
// ARB path (any Geforce, any Radeon)
- qboolean doambient = r_shadow_rtlight->ambientscale > 0;
- qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
+ qboolean doambient = ambientscale > 0;
+ qboolean dodiffuse = diffusescale > 0;
qboolean dospecular = specularscale > 0;
if (!doambient && !dodiffuse && !dospecular)
return;
- RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
if (dopants)
{
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
}
if (doshirt)
{
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
}
if (dospecular)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
}
-void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, 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 surfacelistindex;
int renders;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- const msurface_t *surface = surfacelist[surfacelistindex];
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
- }
+ int i;
+ int stop;
+ int newfirstvertex;
+ int newlastvertex;
+ int newnumtriangles;
+ int *newe;
+ const int *e;
+ float *c;
+ int newelements[4096*3];
+ R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
for (renders = 0;renders < 64;renders++)
{
- const int *e;
- int stop;
- int firstvertex;
- int lastvertex;
- int newnumtriangles;
- int *newe;
- int newelements[3072];
stop = true;
- firstvertex = 0;
- lastvertex = 0;
+ newfirstvertex = 0;
+ newlastvertex = 0;
newnumtriangles = 0;
newe = newelements;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ // 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
+ // this builds batches of triangles from multiple surfaces and
+ // renders them at once
+ for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
{
- const msurface_t *surface = surfacelist[surfacelistindex];
- const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
- int i;
- // 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
- // this builds batches of triangles from multiple surfaces and
- // renders them at once
- for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+ if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
{
- if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+ if (newnumtriangles)
{
- if (newnumtriangles)
- {
- firstvertex = min(firstvertex, e[0]);
- lastvertex = max(lastvertex, e[0]);
- }
- else
- {
- firstvertex = e[0];
- lastvertex = e[0];
- }
- firstvertex = min(firstvertex, e[1]);
- lastvertex = max(lastvertex, e[1]);
- firstvertex = min(firstvertex, e[2]);
- lastvertex = max(lastvertex, e[2]);
- newe[0] = e[0];
- newe[1] = e[1];
- newe[2] = e[2];
- newnumtriangles++;
- newe += 3;
- if (newnumtriangles >= 1024)
- {
- GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
- R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
- newnumtriangles = 0;
- newe = newelements;
- stop = false;
- }
+ newfirstvertex = min(newfirstvertex, e[0]);
+ newlastvertex = max(newlastvertex, e[0]);
+ }
+ else
+ {
+ newfirstvertex = e[0];
+ newlastvertex = e[0];
+ }
+ newfirstvertex = min(newfirstvertex, e[1]);
+ newlastvertex = max(newlastvertex, e[1]);
+ newfirstvertex = min(newfirstvertex, e[2]);
+ newlastvertex = max(newlastvertex, e[2]);
+ newe[0] = e[0];
+ newe[1] = e[1];
+ newe[2] = e[2];
+ newnumtriangles++;
+ newe += 3;
+ if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
+ {
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
+ newnumtriangles = 0;
+ newe = newelements;
+ stop = false;
}
}
}
if (newnumtriangles >= 1)
{
- GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
- R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
+ // if all triangles are included, use the original array to take advantage of the bufferobject if possible
+ if (newnumtriangles == numtriangles)
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+ else
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
stop = false;
}
- GL_LockArrays(0, 0);
// if we couldn't find any lit triangles, exit early
if (stop)
break;
// handling of negative colors
// (some old drivers even have improper handling of >1 color)
stop = true;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
{
- int i;
- float *c;
- const msurface_t *surface = surfacelist[surfacelistindex];
- for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ if (c[0] > 1 || c[1] > 1 || c[2] > 1)
{
- if (c[0] > 1 || c[1] > 1 || c[2] > 1)
- {
- c[0] = max(0, c[0] - 1);
- c[1] = max(0, c[1] - 1);
- c[2] = max(0, c[2] - 1);
- stop = false;
- }
- else
- VectorClear(c);
+ c[0] = max(0, c[0] - 1);
+ c[1] = max(0, c[1] - 1);
+ c[2] = max(0, c[2] - 1);
+ stop = false;
}
+ else
+ VectorClear(c);
}
// another check...
if (stop)
}
}
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+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)
- model_t *model = rsurface_entity->model;
float ambientcolorbase[3], diffusecolorbase[3];
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
rmeshstate_t m;
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
- VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
- VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
- VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
- VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
+ VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase);
+ VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase);
+ VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants);
+ VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants);
+ VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
+ VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- R_Mesh_ColorPointer(rsurface_array_color4f);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
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.texmatrix[0] = rsurface.texture->currenttexmatrix;
+ 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.pointer_texcoord3f[1] = rsurface_vertex3f;
+ 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;
if (r_textureunits.integer >= 3)
{
// Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[2] = r_shadow_entitytoattenuationz;
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.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);
- RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
- R_Mesh_TexBind(0, R_GetTexture(basetexture));
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
+ //R_Mesh_TexBind(0, R_GetTexture(basetexture));
+ 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_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, 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_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
}
}
-void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
+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)
{
- // FIXME: support MATERIALFLAG_NODEPTHTEST
+ 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_entity->colormod[0] * rsurface_texture->currentalpha;
- lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
- lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+ 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;
+ diffusescale = 0;
+ specularscale = 0;
+ }
+ if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- if (rsurface_texture->colormapping)
- {
- qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
- qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+ 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 : 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);
if (dopants)
{
- lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
- lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
- lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
+ lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
+ lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
+ lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
}
else
VectorClear(lightcolorpants);
if (doshirt)
{
- lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
- lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
- lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
+ lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
+ lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
+ lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
}
else
VectorClear(lightcolorshirt);
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ 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, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->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_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->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_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->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_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+ Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
}
}
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ 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, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->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_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->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_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->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_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+ Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
}
}
memset(rtlight, 0, sizeof(*rtlight));
// copy the properties
+ rtlight->matrix_lighttoworld = tempmatrix;
Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
+ int i;
+ int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
+ int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
unsigned char *data;
{
// this variable must be set for the CompileShadowVolume code
r_shadow_compilingrtlight = rtlight;
- R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
- model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
+ model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
- data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+ numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
+ numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
+ data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
+ rtlight->static_numsurfaces = numsurfaces;
+ rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
rtlight->static_numleafs = numleafs;
- rtlight->static_numleafpvsbytes = numleafpvsbytes;
rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+ rtlight->static_numleafpvsbytes = numleafpvsbytes;
rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
- rtlight->static_numsurfaces = numsurfaces;
- rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
- if (numleafs)
+ rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
+ rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
+ rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
+ rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
+ if (rtlight->static_numsurfaces)
+ memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+ if (rtlight->static_numleafs)
memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
- if (numleafpvsbytes)
+ if (rtlight->static_numleafpvsbytes)
memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
- if (numsurfaces)
- memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+ if (rtlight->static_numshadowtrispvsbytes)
+ memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
+ if (rtlight->static_numlighttrispvsbytes)
+ memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
if (model->CompileShadowVolume && rtlight->shadow)
model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
// now we're done compiling the rtlight
//rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
shadowmeshes = 0;
- shadowtris = 0;
+ shadowmeshtris = 0;
if (rtlight->static_meshchain_shadow)
{
shadowmesh_t *mesh;
for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
shadowmeshes++;
- shadowtris += mesh->numtriangles;
+ shadowmeshtris += mesh->numtriangles;
}
}
+ lighttris = 0;
+ if (rtlight->static_numlighttrispvsbytes)
+ for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
+ if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
+ lighttris++;
+
+ shadowtris = 0;
+ if (rtlight->static_numlighttrispvsbytes)
+ for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
+ if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
+ shadowtris++;
+
if (developer.integer >= 10)
- Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
+ Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
rtlight->static_meshchain_shadow = NULL;
// these allocations are grouped
- if (rtlight->static_leaflist)
- Mem_Free(rtlight->static_leaflist);
+ if (rtlight->static_surfacelist)
+ Mem_Free(rtlight->static_surfacelist);
rtlight->static_numleafs = 0;
rtlight->static_numleafpvsbytes = 0;
rtlight->static_leaflist = NULL;
rtlight->static_leafpvs = NULL;
rtlight->static_numsurfaces = 0;
rtlight->static_surfacelist = NULL;
+ rtlight->static_numshadowtrispvsbytes = 0;
+ rtlight->static_shadowtrispvs = NULL;
+ rtlight->static_numlighttrispvsbytes = 0;
+ rtlight->static_lighttrispvs = NULL;
rtlight->compiled = false;
}
}
R_RTLight_Uncompile(&light->rtlight);
}
-void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
+void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
{
- model_t *model = ent->model;
- vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
- vec_t relativeshadowradius;
- if (ent == r_refdef.worldentity)
+ int i, j;
+ mplane_t plane;
+ // reset the count of frustum planes
+ // see rsurface.rtlight_frustumplanes definition for how much this array
+ // can hold
+ 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
+ // used to cull shadow casting surfaces that can not possibly cast a
+ // shadow onto the visible light-receiving surfaces, which can be a
+ // performance gain
+ //
+ // if the light origin is onscreen the result will be 4 planes exactly
+ // if the light origin is offscreen on only one axis the result will
+ // be exactly 5 planes (split-side case)
+ // if the light origin is offscreen on two axes the result will be
+ // exactly 4 planes (stretched corner case)
+ for (i = 0;i < 4;i++)
+ {
+ // quickly reject standard frustum planes that put the light
+ // origin outside the frustum
+ if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
+ continue;
+ // copy the plane
+ 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 (rsurface.rtlight_numfrustumplanes < 4)
{
- RSurf_ActiveWorldEntity();
- if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+ // at least one of the stock frustum planes failed, so we need to
+ // create one or two custom planes to enclose the light origin
+ for (i = 0;i < 4;i++)
{
- shadowmesh_t *mesh;
- CHECKGLERROR
- for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ // create a plane using the view origin and light origin, and a
+ // single point from the frustum corner set
+ TriangleNormal(r_view.origin, r_view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
+ VectorNormalize(plane.normal);
+ plane.dist = DotProduct(r_view.origin, plane.normal);
+ // see if this plane is backwards and flip it if so
+ for (j = 0;j < 4;j++)
+ if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+ break;
+ if (j < 4)
{
- r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
- R_Mesh_VertexPointer(mesh->vertex3f);
- GL_LockArrays(0, mesh->numverts);
- 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
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
- // increment stencil if frontface is behind depthbuffer
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
- }
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
- GL_LockArrays(0, 0);
+ VectorNegate(plane.normal, plane.normal);
+ plane.dist *= -1;
+ // flipped plane, test again to see if it is now valid
+ for (j = 0;j < 4;j++)
+ if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+ break;
+ // if the plane is still not valid, then it is dividing the
+ // frustum and has to be rejected
+ if (j < 4)
+ continue;
}
- CHECKGLERROR
+ // we have created a valid plane, compute extra info
+ PlaneClassify(&plane);
+ // copy the 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 (rsurface.rtlight_numfrustumplanes == 5)
+ break;
+#endif
}
- else if (numsurfaces)
- model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
}
- else
+#endif
+
+#if 0
+ for (i = 0;i < rsurface.rtlight_numfrustumplanes;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
+
+#if 0
+ // now add the light-space box planes if the light box is rotated, as any
+ // caster outside the oriented light box is irrelevant (even if it passed
+ // the worldspace light box, which is axial)
+ if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
{
- RSurf_ActiveModelEntity(ent, false, false);
- Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
- relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
- relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
- relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
- relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
- relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
- relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
- relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
- model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+ for (i = 0;i < 6;i++)
+ {
+ vec3_t v;
+ VectorClear(v);
+ v[i >> 1] = (i & 1) ? -1 : 1;
+ Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
+ VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
+ plane.dist = VectorNormalizeLength(plane.normal);
+ plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+ }
}
+#endif
+
+#if 0
+ // add the world-space reduced box planes
+ for (i = 0;i < 6;i++)
+ {
+ VectorClear(plane.normal);
+ plane.normal[i >> 1] = (i & 1) ? -1 : 1;
+ plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+ }
+#endif
+
+#if 0
+ {
+ int j, oldnum;
+ vec3_t points[8];
+ vec_t bestdist;
+ // reduce all plane distances to tightly fit the rtlight cull box, which
+ // is in worldspace
+ 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(rsurface.rtlight_frustumplanes[j].normal, points[0]);
+ for (i = 1;i < 8;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, 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 (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
+ {
+ PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
+ }
+ }
+ }
+#endif
+}
+
+void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+ RSurf_ActiveWorldEntity();
+ if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+ {
+ shadowmesh_t *mesh;
+ CHECKGLERROR
+ 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);
+ GL_LockArrays(0, mesh->numverts);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+ {
+ // decrement stencil if backface is behind depthbuffer
+ 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(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);
+ GL_LockArrays(0, 0);
+ }
+ CHECKGLERROR
+ }
+ else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
+ {
+ int t, tend;
+ int surfacelistindex;
+ msurface_t *surface;
+ R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = r_refdef.worldmodel->data_surfaces + surfacelist[surfacelistindex];
+ for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
+ 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, 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, 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, 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;
+ relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
+ relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
+ relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
+ ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
}
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
{
// set up properties for rendering light onto this entity
- if (ent == r_refdef.worldentity)
- RSurf_ActiveWorldEntity();
- else
- 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);
+ RSurf_ActiveModelEntity(ent, true, true);
+ 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, &rsurface.entitytolight);
+}
+
+void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+ if (!r_refdef.worldmodel->DrawLight)
+ return;
+
+ // set up properties for rendering light onto this entity
+ RSurf_ActiveWorldEntity();
+ 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);
}
void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
model_t *model = ent->model;
if (!model->DrawLight)
return;
+
R_Shadow_SetupEntityLight(ent);
- if (ent == r_refdef.worldentity)
- model->DrawLight(ent, numsurfaces, surfacelist);
- else
- model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
+
+ model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
}
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
{
- int i, usestencil;
+ int i;
float f;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
- unsigned char *leafpvs;
+ unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
int numlightentities;
+ int numlightentities_noselfshadow;
int numshadowentities;
+ int numshadowentities_noselfshadow;
entity_render_t *lightentities[MAX_EDICTS];
+ entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
entity_render_t *shadowentities[MAX_EDICTS];
+ entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
// skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
// skip lights that are basically invisible (color 0 0 0)
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)
{
leafpvs = rtlight->static_leafpvs;
numsurfaces = rtlight->static_numsurfaces;
surfacelist = rtlight->static_surfacelist;
+ shadowtrispvs = rtlight->static_shadowtrispvs;
+ lighttrispvs = rtlight->static_lighttrispvs;
}
else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
- 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_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, 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
leafpvs = NULL;
numsurfaces = 0;
surfacelist = NULL;
+ shadowtrispvs = NULL;
+ lighttrispvs = NULL;
}
// check if light is illuminating any visible leafs
if (numleafs)
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);
+
// make a list of lit entities and shadow casting entities
numlightentities = 0;
+ numlightentities_noselfshadow = 0;
numshadowentities = 0;
- // don't count the world unless some surfaces are actually lit
- if (numsurfaces)
- {
- lightentities[numlightentities++] = r_refdef.worldentity;
- shadowentities[numshadowentities++] = r_refdef.worldentity;
- }
+ numshadowentities_noselfshadow = 0;
// add dynamic entities that are lit by the light
if (r_drawentities.integer)
{
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, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
continue;
if (!(model = ent->model))
continue;
// so now check if it's in a leaf seen by the light
if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
- lightentities[numlightentities++] = ent;
+ if (ent->flags & RENDER_NOSELFSHADOW)
+ lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+ else
+ lightentities[numlightentities++] = ent;
// since it is lit, it probably also casts a shadow...
// about the VectorDistance2 - light emitting entities should not cast their own shadow
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
- shadowentities[numshadowentities++] = ent;
+ {
+ // note: exterior models without the RENDER_NOSELFSHADOW
+ // flag still create a RENDER_NOSELFSHADOW shadow but
+ // are lit normally, this means that they are
+ // self-shadowing but do not shadow other
+ // RENDER_NOSELFSHADOW entities such as the gun
+ // (very weird, but keeps the player shadow off the gun)
+ if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+ shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+ else
+ shadowentities[numshadowentities++] = ent;
+ }
}
else if (ent->flags & RENDER_SHADOW)
{
// about the VectorDistance2 - light emitting entities should not cast their own shadow
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
- shadowentities[numshadowentities++] = ent;
+ {
+ if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+ shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+ else
+ shadowentities[numshadowentities++] = ent;
+ }
}
}
}
// return if there's nothing at all to light
- if (!numlightentities)
+ if (!numlightentities && !numsurfaces)
return;
// don't let sound skip if going slow
// count this light in the r_speeds
r_refdef.stats.lights++;
- usestencil = false;
- if (numshadowentities && 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
+ R_Shadow_RenderMode_VisibleShadowVolumes();
+ if (numsurfaces)
+ R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i]);
+ for (i = 0;i < numshadowentities_noselfshadow;i++)
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+ }
+
+ if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
{
// draw stencil shadow volumes to mask off pixels that are in shadow
// so that they won't receive lighting
- if (gl_stencil)
+ R_Shadow_RenderMode_StencilShadowVolumes(true);
+ if (numsurfaces)
+ R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+ for (i = 0;i < numshadowentities;i++)
+ R_Shadow_DrawEntityShadow(shadowentities[i]);
+ if (numlightentities_noselfshadow)
{
- usestencil = true;
- R_Shadow_RenderMode_StencilShadowVolumes();
- for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(true, false);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+ // optionally draw the illuminated areas
+ // for performance analysis by level designers
+ if (r_showlighting.integer && r_view.showdebug)
+ {
+ R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+ }
+
+ R_Shadow_RenderMode_StencilShadowVolumes(false);
}
+ for (i = 0;i < numshadowentities_noselfshadow;i++)
+ R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
- // optionally draw visible shape of the shadow volumes
- // for performance analysis by level designers
- if (r_showshadowvolumes.integer)
+ if (numsurfaces + numlightentities)
{
- R_Shadow_RenderMode_VisibleShadowVolumes();
- for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(true, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ 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_view.showdebug)
+ {
+ R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ }
}
}
-
- if (numlightentities)
+ else
{
- // 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 the illuminated areas
- // for performance analysis by level designers
- if (r_showlighting.integer)
+ if (numsurfaces + numlightentities)
{
- R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+ // draw lighting in the unmasked areas
+ R_Shadow_RenderMode_Lighting(false, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+ // optionally draw the illuminated areas
+ // for performance analysis by level designers
+ if (r_showlighting.integer && r_view.showdebug)
+ {
+ R_Shadow_RenderMode_VisibleLighting(false, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+ for (i = 0;i < numlightentities;i++)
+ R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ for (i = 0;i < numlightentities_noselfshadow;i++)
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+ }
}
}
}
+void R_Shadow_DrawLightSprites(void);
void R_ShadowVolumeLighting(qboolean visible)
{
int lnum, flag;
if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
+ if (r_editlights.integer)
+ R_Shadow_DrawLightSprites();
+
R_Shadow_RenderMode_Begin();
flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
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)
{
else
r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
- R_Shadow_RenderMode_StencilShadowVolumes();
+ R_Shadow_RenderMode_StencilShadowVolumes(true);
for (i = 0;i < r_refdef.numentities;i++)
{
GL_ScissorTest(true);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
// set up a 50% darkening blend on shadowed areas
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ 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
qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
// apply the blend to the shadowed areas
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ 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
{
// this is never batched (there can be only one)
float scale = r_editlights_cursorgrid.value * 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
if (!light->shadow)
intensity *= 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
}
void R_Shadow_DrawLightSprites(void)
data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
- for (entnum = 0;COM_ParseTokenConsole(&data) && 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_ParseTokenConsole(&data))
+ 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_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false, false))
break; // error
strlcpy(value, com_token, sizeof(value));
{
R_Shadow_SetCursorLocationForView();
R_Shadow_SelectLightInView();
- R_Shadow_DrawLightSprites();
}
else
R_Shadow_SelectLight(NULL);
for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
if (light == r_shadow_selectedlight)
lightnumber = lightcount;
- sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
if (r_shadow_selectedlight == NULL)
return;
- sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
}
void R_Shadow_EditLights_ToggleShadow_f(void)