X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=r_shadow.c;h=74feb38ad583e19fef9c1875c2b2dc22db1537f8;hb=39f2a29a0208267c4f62a1469fca908bf3fd821a;hp=2f24300b8a9aeac3866cde6cd93d52faba21d9ff;hpb=0d2215d9e30e15b2843a2bcdcb560296696595c2;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 2f24300b..74feb38a 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -159,11 +159,12 @@ r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE; -mempool_t *r_shadow_mempool; - -int maxshadowelements; +int maxshadowtriangles; int *shadowelements; +int maxshadowvertices; +float *shadowvertex3f; + int maxshadowmark; int numshadowmark; int *shadowmark; @@ -267,8 +268,10 @@ void r_shadow_start(void) r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); - maxshadowelements = 0; + maxshadowtriangles = 0; shadowelements = NULL; + maxshadowvertices = 0; + shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; @@ -294,10 +297,13 @@ void r_shadow_shutdown(void) r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); - maxshadowelements = 0; + maxshadowtriangles = 0; if (shadowelements) Mem_Free(shadowelements); shadowelements = NULL; + if (shadowvertex3f) + Mem_Free(shadowvertex3f); + shadowvertex3f = NULL; maxvertexupdate = 0; if (vertexupdate) Mem_Free(vertexupdate); @@ -405,10 +411,11 @@ void R_Shadow_Init(void) } Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system"); R_Shadow_EditLights_Init(); - r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL); r_shadow_worldlightchain = NULL; - maxshadowelements = 0; + maxshadowtriangles = 0; shadowelements = NULL; + maxshadowvertices = 0; + shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; @@ -447,17 +454,24 @@ matrix4x4_t matrix_attenuationz = } }; -int *R_Shadow_ResizeShadowElements(int numtris) +void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles) { // make sure shadowelements is big enough for this volume - if (maxshadowelements < numtris * 24) + if (maxshadowtriangles < numtriangles) { - maxshadowelements = numtris * 24; + maxshadowtriangles = numtriangles; if (shadowelements) Mem_Free(shadowelements); - shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); + shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24])); + } + // make sure shadowvertex3f is big enough for this volume + if (maxshadowvertices < numvertices) + { + maxshadowvertices = numvertices; + if (shadowvertex3f) + Mem_Free(shadowvertex3f); + shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6])); } - return shadowelements; } static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) @@ -471,8 +485,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; - r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); - r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); + r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); + r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { @@ -481,8 +495,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; - r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); - r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); + 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)); } } @@ -496,8 +510,8 @@ void R_Shadow_PrepareShadowMark(int numtris) Mem_Free(shadowmark); if (shadowmarklist) Mem_Free(shadowmarklist); - shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); - shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist)); shadowmarkcount = 0; } shadowmarkcount++; @@ -524,8 +538,8 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * Mem_Free(vertexupdate); if (vertexremap) Mem_Free(vertexremap); - vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); - vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); + vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); vertexupdatenum = 0; } vertexupdatenum++; @@ -642,11 +656,11 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, if (!numverts || !nummarktris) return; // make sure shadowelements is big enough for this volume - if (maxshadowelements < nummarktris * 24) - R_Shadow_ResizeShadowElements((nummarktris + 256) * 24); - tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris); + if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) + R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris); renderstats.lights_dynamicshadowtriangles += tris; - R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); + R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements); } void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) @@ -688,30 +702,29 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) { - rmeshstate_t m; if (r_shadow_compilingrtlight) { // if we're compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); + Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); return; } renderstats.lights_shadowtriangles += numtriangles; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); + CHECKGLERROR + R_Mesh_VertexPointer(vertex3f); GL_LockArrays(0, numvertices); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, numvertices, numtriangles, element3i); // increment stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, numvertices, numtriangles, element3i); GL_LockArrays(0, 0); + CHECKGLERROR } static void R_Shadow_MakeTextures(void) @@ -736,7 +749,7 @@ static void R_Shadow_MakeTextures(void) intensity = 1.0f - sqrt(DotProduct(v, v)); if (intensity > 0) intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = bound(0, intensity, 255); + d = (int)bound(0, intensity, 255); data[(y*ATTEN2DSIZE+x)*4+0] = d; data[(y*ATTEN2DSIZE+x)*4+1] = d; data[(y*ATTEN2DSIZE+x)*4+2] = d; @@ -758,7 +771,7 @@ static void R_Shadow_MakeTextures(void) intensity = 1.0f - sqrt(DotProduct(v, v)); if (intensity > 0) intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = bound(0, intensity, 255); + d = (int)bound(0, intensity, 255); data[((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; @@ -782,8 +795,6 @@ void R_Shadow_ValidateCvars(void) // light currently being rendered rtlight_t *r_shadow_rtlight; -// this is the location of the eye in entity space -vec3_t r_shadow_entityeyeorigin; // this is the location of the light in entity space vec3_t r_shadow_entitylightorigin; // this transforms entity coordinates to light filter cubemap coordinates @@ -797,8 +808,6 @@ matrix4x4_t r_shadow_entitytoattenuationz; void R_Shadow_RenderMode_Begin(void) { - rmeshstate_t m; - R_Shadow_ValidateCvars(); if (!r_shadow_attenuation2dtexture @@ -807,14 +816,15 @@ void R_Shadow_RenderMode_Begin(void) || r_shadow_lightattenuationscale.value != r_shadow_attenscale) R_Shadow_MakeTextures(); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); + CHECKGLERROR + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); GL_Color(0, 0, 0, 1); - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE); + qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + qglEnable(GL_CULL_FACE);CHECKGLERROR GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; @@ -839,60 +849,51 @@ void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight) void R_Shadow_RenderMode_Reset(void) { - rmeshstate_t m; + CHECKGLERROR if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - qglUseProgramObjectARB(0); - // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering - qglBegin(GL_TRIANGLES); - qglEnd(); - CHECKGLERROR + qglUseProgramObjectARB(0);CHECKGLERROR } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); + { + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + } + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); } void R_Shadow_RenderMode_StencilShadowVolumes(void) { + CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_Color(1, 1, 1, 1); GL_ColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - if (!r_showtrispass) - qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); - //if (r_shadow_shadow_polygonoffset.value != 0) - //{ - // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); - // qglEnable(GL_POLYGON_OFFSET_FILL); - //} - //else - // qglDisable(GL_POLYGON_OFFSET_FILL); - qglDepthFunc(GL_LESS); - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglEnable(GL_STENCIL_TEST); - qglStencilFunc(GL_ALWAYS, 128, ~0); + qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);CHECKGLERROR + qglDepthFunc(GL_LESS);CHECKGLERROR + qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR r_shadow_rendermode = r_shadow_shadowingrendermode; if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) { - qglDisable(GL_CULL_FACE); - qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); - qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces - qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces - qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + qglDisable(GL_CULL_FACE);CHECKGLERROR + qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } else { - qglEnable(GL_CULL_FACE); - qglStencilMask(~0); + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR // this is changed by every shadow render so its value here is unimportant - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR } GL_Clear(GL_STENCIL_BUFFER_BIT); renderstats.lights_clears++; @@ -900,37 +901,42 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void) void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) { + CHECKGLERROR R_Shadow_RenderMode_Reset(); - GL_BlendFunc(GL_ONE, GL_ONE); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - if (!r_showtrispass) - qglPolygonOffset(0, 0); - //qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR + //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); if (transparent) - qglDepthFunc(GL_LEQUAL); + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + } else - qglDepthFunc(GL_EQUAL); - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE); + { + qglDepthFunc(GL_EQUAL);CHECKGLERROR + } + qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + qglEnable(GL_CULL_FACE);CHECKGLERROR if (stenciltest) - qglEnable(GL_STENCIL_TEST); + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + } else - qglDisable(GL_STENCIL_TEST); - qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + { + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + } + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, ~0); + qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR r_shadow_rendermode = r_shadow_lightingrendermode; // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - R_Mesh_TexCoordPointer(1, 3, varray_svector3f); - R_Mesh_TexCoordPointer(2, 3, varray_tvector3f); - R_Mesh_TexCoordPointer(3, 3, varray_normal3f); 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 @@ -938,8 +944,11 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt + R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap + R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix - GL_BlendFunc(GL_ONE, GL_ONE); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); CHECKGLERROR } @@ -947,66 +956,76 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) void R_Shadow_RenderMode_VisibleShadowVolumes(void) { + CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); - if (!r_showtrispass) - qglPolygonOffset(0, 0); + qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR GL_Color(0.0, 0.0125, 0.1, 1); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - qglDepthFunc(GL_GEQUAL); - qglCullFace(GL_FRONT); // this culls back - qglDisable(GL_CULL_FACE); - qglDisable(GL_STENCIL_TEST); + qglDepthFunc(GL_GEQUAL);CHECKGLERROR + qglCullFace(GL_FRONT);CHECKGLERROR // this culls back + qglDisable(GL_CULL_FACE);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; } void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent) { + CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); - if (!r_showtrispass) - qglPolygonOffset(0, 0); + qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR GL_Color(0.1, 0.0125, 0, 1); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); if (transparent) - qglDepthFunc(GL_LEQUAL); + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + } else - qglDepthFunc(GL_EQUAL); - qglCullFace(GL_FRONT); // this culls back - qglEnable(GL_CULL_FACE); + { + qglDepthFunc(GL_EQUAL);CHECKGLERROR + } + qglCullFace(GL_FRONT);CHECKGLERROR // this culls back + qglEnable(GL_CULL_FACE);CHECKGLERROR if (stenciltest) - qglEnable(GL_STENCIL_TEST); + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + } else - qglDisable(GL_STENCIL_TEST); + { + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + } r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } void R_Shadow_RenderMode_End(void) { + CHECKGLERROR R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); - if (!r_showtrispass) - qglPolygonOffset(0, 0); - //qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR + //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - qglDepthFunc(GL_LEQUAL); - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE); - qglDisable(GL_STENCIL_TEST); - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR if (gl_support_stenciltwoside) - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); - qglStencilMask(~0); - qglStencilFunc(GL_ALWAYS, 128, ~0); + { + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + } + qglStencilMask(~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } @@ -1076,10 +1095,10 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) } // now convert the scissor rectangle to integer screen coordinates - ix1 = x1 - 1.0f; - iy1 = y1 - 1.0f; - ix2 = x2 + 1.0f; - iy2 = y2 + 1.0f; + ix1 = (int)(x1 - 1.0f); + iy1 = (int)(y1 - 1.0f); + ix2 = (int)(x2 + 1.0f); + iy2 = (int)(y2 + 1.0f); //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); // clamp it to the screen @@ -1094,24 +1113,18 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // the light area is visible, set up the scissor rectangle GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1); - //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - //qglEnable(GL_SCISSOR_TEST); + //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR + //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR renderstats.lights_scissored++; return false; } -extern float *rsurface_vertex3f; -extern float *rsurface_svector3f; -extern float *rsurface_tvector3f; -extern float *rsurface_normal3f; -extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents); - static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor) { int numverts = surface->num_vertices; float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; - float *color4f = varray_color4f + 4 * surface->num_firstvertex; + float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex; float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { @@ -1127,7 +1140,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]); if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1160,7 +1173,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ } if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1194,7 +1207,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ } if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1207,83 +1220,106 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ // TODO: use glTexGen instead of feeding vertices to texcoordpointer? -static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) +static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist) { - int i; - float lightdir[3]; - for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + int surfacelistindex; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - VectorSubtract(relativelightorigin, vertex3f, lightdir); - // the cubemap normalizes this for us - out3f[0] = DotProduct(svector3f, lightdir); - out3f[1] = DotProduct(tvector3f, lightdir); - out3f[2] = DotProduct(normal3f, lightdir); + 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); + } } } -static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) +static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist) { - int i; - float lightdir[3], eyedir[3], halfdir[3]; - for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + int surfacelistindex; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - VectorSubtract(relativelightorigin, vertex3f, lightdir); - VectorNormalize(lightdir); - VectorSubtract(relativeeyeorigin, 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); + 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); + } } } -static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes - int surfacelistindex; - rmeshstate_t m; GL_Color(0.1, 0.025, 0, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + GL_LockArrays(0, 0); +} + +static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +{ + // ARB2 GLSL shader path (GFFX5200, Radeon 9500) + 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) { - const msurface_t *surface = surfacelist[surfacelistindex]; - RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, false); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle); - GL_LockArrays(0, 0); + qglDepthFunc(GL_EQUAL);CHECKGLERROR + } + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + GL_LockArrays(0, 0); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR } } -static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b) { - // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - int surfacelistindex; - R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + // shared final code for all the dot3 layers + int renders; + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) { - const msurface_t *surface = surfacelist[surfacelistindex]; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); } } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) { - int renders; - float color2[3]; rmeshstate_t m; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1291,17 +1327,17 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ // performed to get more brightness than otherwise possible. // // 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) { // 3 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[1] = texture->currenttexmatrix; + m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[1] = rsurface_texture->currenttexmatrix; m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytolight; @@ -1311,20 +1347,18 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ { // 2 3D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[1] = texture->currenttexmatrix; + m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[1] = rsurface_texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) { // 4 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; @@ -1332,8 +1366,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[2] = texture->currenttexmatrix; + m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[2] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1346,7 +1380,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ { // 3 2D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; @@ -1354,33 +1387,31 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[2] = texture->currenttexmatrix; + m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[2] = rsurface_texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; - R_Mesh_State(&m); + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1390,25 +1421,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); + R_Mesh_TextureState(&m); + R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) { - int renders; - float color2[3]; rmeshstate_t m; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1416,34 +1435,34 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ // performed to get more brightness than otherwise possible. // // Limit mult to 64 for sanity sake. + GL_Color(1,1,1,1); + // generate normalization cubemap texcoords + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist); if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { // 3/2 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; - R_Mesh_State(&m); + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1456,38 +1475,34 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ { // 1/2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; - R_Mesh_State(&m); + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1500,27 +1515,24 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ { // 2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; @@ -1530,33 +1542,30 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ { // 4/2 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[3] = rsurface_vertex3f; m.texmatrix[3] = r_shadow_entitytoattenuationz; - R_Mesh_State(&m); + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1569,41 +1578,37 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; - R_Mesh_State(&m); + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1613,78 +1618,63 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); + R_Mesh_TextureState(&m); + R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) { - int renders; - float color2[3]; rmeshstate_t m; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; // FIXME: detect blendsquare! //if (!gl_support_blendsquare) // return; GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + // 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) { // 2/0/0/1/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); - R_Mesh_State(&m); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // 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); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fourth pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; - R_Mesh_State(&m); + R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fifth pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1697,41 +1687,36 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity { // 2/0/0/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); - R_Mesh_State(&m); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // 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); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fourth pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; @@ -1741,55 +1726,49 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity { // 2/0/0/2/2 2D combine blendsquare path memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); - R_Mesh_State(&m); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + // 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); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fourth pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; - R_Mesh_State(&m); + R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fifth pass memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1798,127 +1777,153 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); + // 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); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // ARB path (any Geforce, any Radeon) - int surfacelistindex; qboolean doambient = r_shadow_rtlight->ambientscale > 0; qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0; qboolean dospecular = specularscale > 0; if (!doambient && !dodiffuse && !dospecular) return; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); + R_Mesh_ColorPointer(NULL); + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); + if (dopants) { - const msurface_t *surface = surfacelist[surfacelistindex]; - RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true); if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); - if (dopants) - { - if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); - if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); - } - if (doshirt) - { - if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); - if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); - } - if (dospecular) - R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); + } + if (doshirt) + { + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); } + if (dospecular) + R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale); } -void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2) +void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2) { + int surfacelistindex; int renders; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); - for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++) + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + const msurface_t *surface = surfacelist[surfacelistindex]; + R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); + } + for (renders = 0;renders < 64;renders++) { - int i; - float *c; -#if 1 - // due to low fillrate on the cards this vertex lighting path is - // designed for, we manually cull all triangles that do not - // contain a lit vertex - int draw; const int *e; + int stop; + int firstvertex; + int lastvertex; int newnumtriangles; int *newe; int newelements[3072]; - draw = false; + stop = true; + firstvertex = 0; + lastvertex = 0; newnumtriangles = 0; newe = newelements; - for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3) - { - if (newnumtriangles >= 1024) - { - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements); - GL_LockArrays(0, 0); - newnumtriangles = 0; - newe = newelements; - } - if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01) + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + 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) { - newe[0] = e[0]; - newe[1] = e[1]; - newe[2] = e[2]; - newnumtriangles++; - newe += 3; - draw = true; + 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) + { + 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; + } + } } } if (newnumtriangles >= 1) { - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements); - GL_LockArrays(0, 0); - draw = true; + GL_LockArrays(firstvertex, lastvertex - firstvertex + 1); + R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements); + stop = false; } - if (!draw) - break; -#else - for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) - if (VectorLength2(c)) - goto goodpass; - break; -goodpass: - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); -#endif + // if we couldn't find any lit triangles, exit early + if (stop) + break; // now reduce the intensity for the next overbright pass - for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) - { - c[0] = max(0, c[0] - 1); - c[1] = max(0, c[1] - 1); - c[2] = max(0, c[2] - 1); + // we have to clamp to 0 here incase the drivers have improper + // handling of negative colors + // (some old drivers even have improper handling of >1 color) + stop = true; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + 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) + { + 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) + break; } } -static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { - int surfacelistindex; + // 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]; @@ -1930,101 +1935,92 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t * VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt); VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + R_Mesh_ColorPointer(rsurface_array_color4f); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); + m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; if (r_textureunits.integer >= 2) { - // voodoo2 + // voodoo2 or TNT m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface_vertex3f; if (r_textureunits.integer >= 3) { - // Geforce3/Radeon class but not using dot3 + // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[2] = r_shadow_entitytoattenuationz; + m.pointer_texcoord3f[2] = rsurface_vertex3f; } } - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + 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); + if (dopants) { - const msurface_t *surface = surfacelist[surfacelistindex]; - RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, true, false); - // OpenGL 1.1 path (anything) - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexMatrix(0, &texture->currenttexmatrix); - if (r_textureunits.integer >= 2) - { - // voodoo2 or TNT - R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f); - if (r_textureunits.integer >= 3) - { - // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) - R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f); - } - } - R_Mesh_TexBind(0, R_GetTexture(basetexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase); - if (dopants) - { - R_Mesh_TexBind(0, R_GetTexture(pantstexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants); - } - if (doshirt) - { - R_Mesh_TexBind(0, R_GetTexture(shirttexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt); - } + R_Mesh_TexBind(0, R_GetTexture(pantstexture)); + R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants); + } + if (doshirt) + { + R_Mesh_TexBind(0, R_GetTexture(shirttexture)); + R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt); } } -void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist) +void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) { // FIXME: support MATERIALFLAG_NODEPTHTEST vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; // calculate colors to render this texture with - lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha; - lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha; - lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha; - if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha; + lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha; + lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha; + if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) - qglDisable(GL_CULL_FACE); + if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) + { + qglDisable(GL_CULL_FACE);CHECKGLERROR + } else - qglEnable(GL_CULL_FACE); - if (texture->colormapping) { - qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f); - qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); + qglEnable(GL_CULL_FACE);CHECKGLERROR + } + if (rsurface_texture->colormapping) + { + qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f); + qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f); if (dopants) { - lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0]; - lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1]; - lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2]; + lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0]; + lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1]; + lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2]; } else VectorClear(lightcolorpants); if (doshirt) { - lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0]; - lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1]; - lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2]; + lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0]; + lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1]; + lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2]; } else VectorClear(lightcolorshirt); switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2036,16 +2032,16 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2127,7 +2123,7 @@ void R_RTLight_Compile(rtlight_t *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); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; - data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); rtlight->static_numleafs = numleafs; rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; @@ -2163,7 +2159,8 @@ void R_RTLight_Compile(rtlight_t *rtlight) } } - Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes); + if (developer.integer >= 10) + Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -2195,6 +2192,7 @@ void R_Shadow_UncompileWorldLights(void) void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist) { + model_t *model = ent->model; vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; vec_t relativeshadowradius; if (ent == r_refdef.worldentity) @@ -2203,6 +2201,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa { shadowmesh_t *mesh; R_Mesh_Matrix(&ent->matrix); + CHECKGLERROR for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { renderstats.lights_shadowtriangles += mesh->numtriangles; @@ -2211,21 +2210,22 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); // increment stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); GL_LockArrays(0, 0); } + CHECKGLERROR } else if (numsurfaces) { R_Mesh_Matrix(&ent->matrix); - ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs); + model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs); } } else @@ -2239,28 +2239,32 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; R_Mesh_Matrix(&ent->matrix); - ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); + model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs); } } void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity + RSurf_ActiveEntity(ent); Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin); - R_Mesh_Matrix(&ent->matrix); + if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + R_Mesh_TexMatrix(3, &r_shadow_entitytolight); } void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist) { + model_t *model = ent->model; + if (!model->DrawLight) + return; R_Shadow_SetupEntityLight(ent); if (ent == r_refdef.worldentity) - ent->model->DrawLight(ent, numsurfaces, surfacelist); + model->DrawLight(ent, numsurfaces, surfacelist); else - ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist); + model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist); } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) @@ -2367,16 +2371,17 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { for (i = 0;i < r_refdef.numentities;i++) { + model_t *model; entity_render_t *ent = r_refdef.entities[i]; if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs) - && ent->model + && (model = ent->model) && !(ent->flags & RENDER_TRANSPARENT) && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))) { // about the VectorDistance2 - light emitting entities should not cast their own shadow - if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1) + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1) shadowentities[numshadowentities++] = ent; - if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight) + if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight) lightentities[numlightentities++] = ent; } } @@ -2587,7 +2592,7 @@ void R_Shadow_FreeCubemaps(void) dlight_t *R_Shadow_NewWorldLight(void) { dlight_t *light; - light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); + light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t)); light->next = r_shadow_worldlightchain; r_shadow_worldlightchain = light; return light; @@ -2652,14 +2657,17 @@ void R_Shadow_SelectLight(dlight_t *light) r_shadow_selectedlight->selected = true; } -void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) +void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { + // this is never batched (there can be only one) float scale = r_editlights_cursorgrid.value * 0.5f; R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); } -void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) +void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { + // this is never batched (due to the ent parameter changing every time) + // so numsurfaces == 1 and surfacelist[0] == lightnumber float intensity; const dlight_t *light = (dlight_t *)ent; intensity = 0.5; @@ -2667,7 +2675,7 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, in intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); if (!light->shadow) intensity *= 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void)