X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=r_shadow.c;h=9f83ce63bc0d1cd4144ed16479daf5e211fe0a90;hb=11412bd9b37cead3418715820ef25530b6b2db1e;hp=c54e8b750b87d14559aff936ddfcd03683d15fa9;hpb=5d04684b45d2ebb6f28f7ab0d2563b1de9d713cc;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index c54e8b75..9f83ce63 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -659,7 +659,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, 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_refdef.stats.lights_dynamicshadowtriangles += tris; R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements); } @@ -708,7 +708,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte 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; + r_refdef.stats.lights_shadowtriangles += numtriangles; CHECKGLERROR R_Mesh_VertexPointer(vertex3f); GL_LockArrays(0, numvertices); @@ -757,7 +757,7 @@ static void R_Shadow_MakeTextures(void) } } r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); - if (r_shadow_texture3d.integer) + if (r_shadow_texture3d.integer && gl_texture3d) { for (z = 0;z < ATTEN3DSIZE;z++) { @@ -795,8 +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 @@ -827,7 +825,7 @@ void R_Shadow_RenderMode_Begin(void) GL_Color(0, 0, 0, 1); 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); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; @@ -873,7 +871,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);CHECKGLERROR + qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR qglDepthFunc(GL_LESS);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST);CHECKGLERROR @@ -898,7 +896,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void) qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR } GL_Clear(GL_STENCIL_BUFFER_BIT); - renderstats.lights_clears++; + r_refdef.stats.lights_clears++; } void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) @@ -908,10 +906,10 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.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_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); if (transparent) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR @@ -951,7 +949,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0); CHECKGLERROR } } @@ -963,9 +961,9 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void) GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); - 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); + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); qglDepthFunc(GL_GEQUAL);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR // this culls back qglDisable(GL_CULL_FACE);CHECKGLERROR @@ -980,9 +978,9 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); - 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); + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); if (transparent) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR @@ -1012,11 +1010,11 @@ void R_Shadow_RenderMode_End(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.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); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglEnable(GL_CULL_FACE);CHECKGLERROR @@ -1041,18 +1039,18 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) float vertex3f[256*3]; // if view is inside the light box, just say yes it's visible - if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) + if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs)) { - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); return false; } // create a temporary brush describing the area the light can affect in worldspace - VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist; - VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist; - VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist; - VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist; - VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist; + VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist; + VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist; + VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist; + VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist; + VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist; VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0]; VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0]; VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1]; @@ -1077,6 +1075,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // if that mesh is not empty, check what area of the screen it covers x1 = y1 = x2 = y2 = 0; v[3] = 1.0f; + //Con_Printf("%i vertices to transform...\n", mesh.numvertices); for (i = 0;i < mesh.numvertices;i++) { VectorCopy(mesh.vertex3f + i * 3, v); @@ -1104,20 +1103,20 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); // clamp it to the screen - if (ix1 < r_view_x) ix1 = r_view_x; - if (iy1 < r_view_y) iy1 = r_view_y; - if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width; - if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height; + if (ix1 < r_view.x) ix1 = r_view.x; + if (iy1 < r_view.y) iy1 = r_view.y; + if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width; + if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height; // if it is inside out, it's not visible if (ix2 <= ix1 || iy2 <= iy1) return true; // the light area is visible, set up the scissor rectangle - GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1); + GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1); //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR - renderstats.lights_scissored++; + r_refdef.stats.lights_scissored++; return false; } @@ -1140,9 +1139,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]); color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]); color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]); - if (fogenabled) + if (r_refdef.fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1173,9 +1172,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; } - if (fogenabled) + if (r_refdef.fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1207,9 +1206,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; } - if (fogenabled) + if (r_refdef.fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1222,59 +1221,72 @@ 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(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; - GL_Color(0.1, 0.025, 0, 1); + GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - const msurface_t *surface = surfacelist[surfacelistindex]; - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); - } + 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) - int surfacelistindex; RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_SetupSurfaceShader(lightcolorbase, false); R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); @@ -1285,12 +1297,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - const msurface_t *surface = surfacelist[surfacelistindex]; - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3); - } + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { @@ -1298,13 +1305,22 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface } } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b) { + // shared final code for all the dot3 layers int renders; - float color2[3]; + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0); + for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) + { + GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + GL_LockArrays(0, 0); + } +} + +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +{ rmeshstate_t m; - const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; - GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1312,6 +1328,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac // 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) @@ -1388,10 +1405,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac 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.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1406,24 +1423,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac } // this final code is shared R_Mesh_TextureState(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - 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_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 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 = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; - GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1431,6 +1436,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac // 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) @@ -1442,17 +1450,16 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; 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.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1475,10 +1482,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac 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.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; @@ -1487,13 +1494,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_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.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1517,14 +1523,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_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.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1545,7 +1550,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; @@ -1555,10 +1559,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac 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.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1584,10 +1588,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac 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.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; @@ -1596,13 +1600,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_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.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1617,28 +1620,19 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac } // this final code is shared R_Mesh_TextureState(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - 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_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 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 = rsurface_model->surfmesh.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)); @@ -1648,37 +1642,36 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_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); + // second and third pass R_Mesh_ResetTextureState(); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // 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.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; 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.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1701,27 +1694,26 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_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); + // second and third pass R_Mesh_ResetTextureState(); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // 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.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1741,27 +1733,26 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_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); + // second and third pass R_Mesh_ResetTextureState(); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // 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.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; @@ -1771,10 +1762,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa m.texmatrix[1] = r_shadow_entitytoattenuationz; 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.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1787,22 +1778,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } + // this final code is shared R_Mesh_TextureState(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - 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_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // 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; @@ -1810,116 +1793,148 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface return; RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_Mesh_ColorPointer(NULL); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + if (dopants) { - const msurface_t *surface = surfacelist[surfacelistindex]; if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); - if (dopants) - { - if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); - if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); - } - if (doshirt) - { - if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); - if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); - } - if (dospecular) - R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(surface, lightcolorbase, glosstexture, normalmaptexture, specularscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); } + if (doshirt) + { + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + } + if (dospecular) + R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); } -void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, 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 = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; - R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); - for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++) + 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(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_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 = rsurface_array_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 = rsurface_array_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(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]; rmeshstate_t m; - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase); - VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants); - VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants); - VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt); - VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt); + VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase); + VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase); + VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants); + VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants); + VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt); + VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); R_Mesh_ColorPointer(rsurface_array_color4f); memset(&m, 0, sizeof(m)); @@ -1942,22 +1957,17 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurfa } R_Mesh_TextureState(&m); RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + 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]; - // OpenGL 1.1 path (anything) - R_Mesh_TexBind(0, R_GetTexture(basetexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase); - if (dopants) - { - R_Mesh_TexBind(0, R_GetTexture(pantstexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorpants, ambientcolorpants); - } - if (doshirt) - { - R_Mesh_TexBind(0, R_GetTexture(shirttexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, 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); } } @@ -2195,7 +2205,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa CHECKGLERROR for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { - renderstats.lights_shadowtriangles += mesh->numtriangles; + r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; R_Mesh_VertexPointer(mesh->vertex3f); GL_LockArrays(0, mesh->numverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) @@ -2237,12 +2247,11 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity - RSurf_ActiveEntity(ent); + RSurf_ActiveEntity(ent, true, true); Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin); - VectorCopy(rsurface_modelorg, r_shadow_entityeyeorigin); if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) R_Mesh_TexMatrix(3, &r_shadow_entitytolight); } @@ -2340,7 +2349,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (numleafs) { for (i = 0;i < numleafs;i++) - if (r_worldleafvisible[leaflist[i]]) + if (r_viewcache.world_leafvisible[leaflist[i]]) break; if (i == numleafs) return; @@ -2373,7 +2382,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // about the VectorDistance2 - light emitting entities should not cast their own shadow 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) && model->DrawLight) + if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight) lightentities[numlightentities++] = ent; } } @@ -2390,10 +2399,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // make this the active rtlight for rendering purposes R_Shadow_RenderMode_ActiveLight(rtlight); // count this light in the r_speeds - renderstats.lights++; + r_refdef.stats.lights++; usestencil = false; - if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) + if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) { // draw stencil shadow volumes to mask off pixels that are in shadow // so that they won't receive lighting @@ -2443,7 +2452,7 @@ void R_ShadowVolumeLighting(qboolean visible) R_Shadow_RenderMode_Begin(); - flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) { for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) @@ -2454,7 +2463,7 @@ void R_ShadowVolumeLighting(qboolean visible) for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) if (light->flags & flag) R_DrawRTLight(&light->rtlight, visible); - if (r_rtdlight) + if (r_refdef.rtdlight) for (lnum = 0;lnum < r_refdef.numlights;lnum++) R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible); @@ -2653,7 +2662,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r { // 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); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); } void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) @@ -2667,7 +2676,7 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); if (!light->shadow) intensity *= 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_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_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void) @@ -2688,12 +2697,12 @@ void R_Shadow_SelectLightInView(void) bestrating = 0; for (light = r_shadow_worldlightchain;light;light = light->next) { - VectorSubtract(light->origin, r_vieworigin, temp); - rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp))); + VectorSubtract(light->origin, r_view.origin, temp); + rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp))); if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f) + if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f) { bestrating = rating; best = light; @@ -2918,7 +2927,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) data = r_refdef.worldmodel->brush.entities; if (!data) return; - for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++) + for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++) { type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; @@ -2936,7 +2945,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) islight = false; while (1) { - if (!COM_ParseToken(&data, false)) + if (!COM_ParseTokenConsole(&data)) break; // error if (com_token[0] == '}') break; // end of entity @@ -2946,7 +2955,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) strcpy(key, com_token); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseToken(&data, false)) + if (!COM_ParseTokenConsole(&data)) break; // error strcpy(value, com_token); @@ -3119,8 +3128,8 @@ void R_Shadow_SetCursorLocationForView(void) vec_t dist, push; vec3_t dest, endpos; trace_t trace; - VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest); - trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false); + VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest); + trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -3128,7 +3137,7 @@ void R_Shadow_SetCursorLocationForView(void) if (push > dist) push = dist; push = -push; - VectorMA(trace.endpos, push, r_viewforward, endpos); + VectorMA(trace.endpos, push, r_view.forward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } else