X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=1946a32a44ebea4d3c08148bc40c31bb40a06b80;hb=c786b9b20cfc5d97932f1c3b76c40bcb4be1499c;hp=bee2bf6e1181bc7de5f5d136d58880aa89dda335;hpb=81a60f5c6f00bd3c0cc1ae1eb76d6530b11b4d91;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index bee2bf6e..1946a32a 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -210,7 +210,6 @@ cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_wo cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"}; cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"}; -cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"}; cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"}; @@ -220,10 +219,10 @@ cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"}; cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"}; -cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"}; +cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"}; cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"}; cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"}; -cvar_t r_shadow_glsl_geforcefxlowquality = {0, "r_shadow_glsl_geforcefxlowquality", "1"}; +cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"}; cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; cvar_t r_editlights = {0, "r_editlights", "0"}; @@ -297,7 +296,7 @@ const char *builtinshader_light_vert = "void main(void)\n" "{\n" " // copy the surface texcoord\n" -" TexCoord = gl_MultiTexCoord0.st;\n" +" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" "\n" " // transform vertex position into light attenuation/cubemap space\n" " // (-1 to +1 across the light box)\n" @@ -329,29 +328,34 @@ const char *builtinshader_light_frag = "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" "\n" -"// use half floats on GEFORCEFX for math performance, otherwise don't\n" -"#ifndef GEFORCEFX\n" -"#define half float\n" -"#define hvec2 vec2\n" -"#define hvec3 vec3\n" -"#define hvec4 vec4\n" +"// use half floats if available for math performance\n" +"#ifdef GEFORCEFX\n" +"#define myhalf half\n" +"#define myhvec2 hvec2\n" +"#define myhvec3 hvec3\n" +"#define myhvec4 hvec4\n" +"#else\n" +"#define myhalf float\n" +"#define myhvec2 vec2\n" +"#define myhvec3 vec3\n" +"#define myhvec4 vec4\n" "#endif\n" "\n" -"uniform hvec3 LightColor;\n" +"uniform myhvec3 LightColor;\n" "#ifdef USEOFFSETMAPPING\n" -"uniform half OffsetMapping_Scale;\n" -"uniform half OffsetMapping_Bias;\n" +"uniform myhalf OffsetMapping_Scale;\n" +"uniform myhalf OffsetMapping_Bias;\n" "#endif\n" "#ifdef USESPECULAR\n" -"uniform half SpecularPower;\n" +"uniform myhalf SpecularPower;\n" "#endif\n" "#ifdef USEFOG\n" -"uniform half FogRangeRecip;\n" +"uniform myhalf FogRangeRecip;\n" "#endif\n" -"uniform half AmbientScale;\n" -"uniform half DiffuseScale;\n" +"uniform myhalf AmbientScale;\n" +"uniform myhalf DiffuseScale;\n" "#ifdef USESPECULAR\n" -"uniform half SpecularScale;\n" +"uniform myhalf SpecularScale;\n" "#endif\n" "\n" "uniform sampler2D Texture_Normal;\n" @@ -383,17 +387,17 @@ const char *builtinshader_light_frag = " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" -" half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" +" myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" -" colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n" +" colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n" "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n" -" hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" -" hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" +" myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" +" myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" "#define TexCoord TexCoordOffset\n" @@ -401,35 +405,35 @@ const char *builtinshader_light_frag = "\n" " // get the surface normal\n" "#ifdef SURFACENORMALIZE\n" -" hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" "#else\n" -" hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n" +" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" "#endif\n" "\n" " // calculate shading\n" -" hvec3 diffusenormal = hvec3(normalize(LightVector));\n" -" hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +" myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" -" hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n" -" color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n" +" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" +" color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" -" color *= hvec3(textureCube(Texture_Cube, CubeVector));\n" +" color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // calculate fragment color (apply light color and attenuation/fog scaling)\n" -" gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n" +" gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n" "}\n" ; void r_shadow_start(void) { int i; - // if not a GeForce FX, turn off the lowquality cvar - if (strncmp(gl_renderer, "GeForce FX ", strlen("GeForce FX "))) - Cvar_SetValue("r_shadow_glsl_geforcefxlowquality", 0); + // use half float math where available (speed gain on NVIDIA GFFX and GF6) + if (gl_support_half_float) + Cvar_SetValue("r_shadow_glsl_usehalffloat", 1); // allocate vertex processing arrays numcubemaps = 0; r_shadow_attenuation2dtexture = NULL; @@ -505,7 +509,7 @@ void r_shadow_start(void) r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); if (!r_shadow_program_light[i]) { - Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light"); + Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light"); continue; } qglUseProgramObjectARB(r_shadow_program_light[i]); @@ -614,13 +618,12 @@ void R_Shadow_Help_f(void) "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" "r_shadow_realtime_world_compile : compile surface/visibility information\n" -"r_shadow_realtime_world_compilelight : compile lighting geometry\n" "r_shadow_realtime_world_compileshadow : compile shadow geometry\n" "r_shadow_glsl : use OpenGL Shading Language for lighting\n" "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n" "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n" "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n" -"r_shadow_glsl_geforcefxlowquality : use lower quality lighting\n" +"r_shadow_glsl_usehalffloat : use lower quality lighting\n" "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n" "r_shadow_scissor : use scissor optimization\n" "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" @@ -655,7 +658,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); Cvar_RegisterVariable(&r_shadow_realtime_world_compile); - Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight); Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); @@ -668,7 +670,7 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale); Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias); - Cvar_RegisterVariable(&r_shadow_glsl_geforcefxlowquality); + Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat); Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) @@ -1055,7 +1057,7 @@ void R_Shadow_ValidateCvars(void) } // light currently being rendered -static rtlight_t *r_shadow_rtlight; +rtlight_t *r_shadow_rtlight; // light filter cubemap being used by the light static rtexture_t *r_shadow_lightcubemap; @@ -1072,7 +1074,11 @@ static matrix4x4_t r_shadow_entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 static matrix4x4_t r_shadow_entitytoattenuationz; // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha -static vec3_t r_shadow_entitylightcolor; +static vec3_t r_shadow_entitylightcolorbase; +// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha +static vec3_t r_shadow_entitylightcolorpants; +// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha +static vec3_t r_shadow_entitylightcolorshirt; static int r_shadow_lightpermutation; static int r_shadow_lightprog; @@ -1224,7 +1230,7 @@ void R_Shadow_Stage_Lighting(int stenciltest) r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING; if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE]) r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE; - if (r_shadow_glsl_geforcefxlowquality.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX]) + if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX]) r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX; r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation]; qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR @@ -1406,131 +1412,111 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor) +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); + +static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) { - float *color4f = varray_color4f; - float dist, dot, intensity, v[3], n[3]; + 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 dist, dot, distintensity, shadeintensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = DotProduct(v, v)) < 1) { + dist = sqrt(dist); + distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { - dist = sqrt(dist); - intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; + shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce; } else { - VectorClear(color4f); - color4f[3] = 1; + color4f[0] = ambientcolor[0] * distintensity - reduce; + color4f[1] = ambientcolor[1] * distintensity - reduce; + color4f[2] = ambientcolor[2] * distintensity - reduce; } + color4f[0] = bound(0, color4f[0], 1); + color4f[1] = bound(0, color4f[1], 1); + color4f[2] = bound(0, color4f[2], 1); } else - { VectorClear(color4f); - color4f[3] = 1; - } + color4f[3] = 1; } } -static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor) +static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) { - float *color4f = varray_color4f; - float dist, dot, intensity, v[3], n[3]; + 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 dist, dot, distintensity, shadeintensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); if ((dist = fabs(v[2])) < 1) { + distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { - intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; + shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce; } else { - VectorClear(color4f); - color4f[3] = 1; + color4f[0] = ambientcolor[0] * distintensity - reduce; + color4f[1] = ambientcolor[1] * distintensity - reduce; + color4f[2] = ambientcolor[2] * distintensity - reduce; } + color4f[0] = bound(0, color4f[0], 1); + color4f[1] = bound(0, color4f[1], 1); + color4f[2] = bound(0, color4f[2], 1); } else - { VectorClear(color4f); - color4f[3] = 1; - } + color4f[3] = 1; } } -static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor) +static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce) { - float *color4f = varray_color4f; - float dot, intensity, v[3], n[3]; + 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 dot, shadeintensity, v[3], n[3]; for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { - intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; - } - else - { - VectorClear(color4f); - color4f[3] = 1; - } - } -} - -static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor) -{ - float *color4f = varray_color4f; - float dist, intensity, v[3]; - for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) - { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = DotProduct(v, v)) < 1) - { - dist = sqrt(dist); - intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; + shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce; + color4f[0] = bound(0, color4f[0], 1); + color4f[1] = bound(0, color4f[1], 1); + color4f[2] = bound(0, color4f[2], 1); } else - { VectorClear(color4f); - color4f[3] = 1; - } - } -} - -static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor) -{ - float *color4f = varray_color4f; - float dist, intensity, v[3]; - for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) - { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1) - { - intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - VectorScale(lightcolor, intensity, color4f); - color4f[3] = 1; - } - else - { - VectorClear(color4f); - color4f[3] = 1; - } + color4f[3] = 1; } } @@ -1598,195 +1584,118 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture) +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, const vec3_t modelorg) { - int renders; - float color[3], color2[3], colorscale, specularscale; + // used to display how many times a surface is lit for level design purposes + int surfacelistindex; rmeshstate_t m; - // FIXME: support MATERIALFLAG_NODEPTHTEST - if (!basetexture) - basetexture = r_texture_white; - if (!bumptexture) - bumptexture = r_texture_blanknormalmap; - if (!pantstexture) - lightcolorpants = vec3_origin; - if (!shirttexture) - lightcolorshirt = vec3_origin; - if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) - specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value; - else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) - { - glosstexture = r_texture_white; - specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value; - } - else + qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; + if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular) + return; + GL_Color(0.1, 0.025, 0, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - glosstexture = r_texture_black; - specularscale = 0; + const msurface_t *surface = surfacelist[surfacelistindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + 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); } - if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001) +} + +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, const vec3_t modelorg) +{ + // ARB2 GLSL shader path (GFFX5200, Radeon 9500) + int surfacelistindex; + qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; + // TODO: add direct pants/shirt rendering + if (doambientpants || dodiffusepants) + R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (doambientshirt || dodiffuseshirt) + R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (!doambientbase && !dodiffusebase && !dospecular) return; - if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING) + R_Mesh_TexMatrix(0, &texture->currenttexmatrix); + R_Mesh_TexBind(0, R_GetTexture(normalmaptexture)); + R_Mesh_TexBind(1, R_GetTexture(basetexture)); + R_Mesh_TexBind(2, R_GetTexture(glosstexture)); + if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR) { - int passes = 0; - if (r_shadow_glsl.integer && r_shadow_program_light[0]) - passes++; // GLSL shader path (GFFX5200, Radeon 9500) - else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil) - { - // TODO: add direct pants/shirt rendering - if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL); - if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL); - if (r_shadow_rtlight->ambientscale) - { - colorscale = r_shadow_rtlight->ambientscale; - if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4) - { - } - else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2) - { - } - else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube) - { - } - else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube) - { - } - else - passes++; - VectorScale(lightcolorbase, colorscale, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - passes++; - } - if (r_shadow_rtlight->diffusescale) - { - colorscale = r_shadow_rtlight->diffusescale; - if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) - { - // 3/2 3D combine path (Geforce3, Radeon 8500) - passes++; - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube) - { - // 1/2/2 3D combine path (original Radeon) - passes += 2; - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube) - { - // 2/2 3D combine path (original Radeon) - passes++; - } - else if (r_textureunits.integer >= 4) - { - // 4/2 2D combine path (Geforce3, Radeon 8500) - passes++; - } - else - { - // 2/2/2 2D combine path (any dot3 card) - passes += 2; - } - VectorScale(lightcolorbase, colorscale, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - passes++; - } - if (specularscale && glosstexture != r_texture_black) - { - //if (gl_support_blendsquare) - { - colorscale = specularscale; - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! - passes += 4; - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! - passes += 3; - else - passes += 4; - VectorScale(lightcolorbase, colorscale, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - passes++; - } - } - } - else - { - // TODO: add direct pants/shirt rendering - if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL); - if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL); - if (r_shadow_rtlight->ambientscale) - { - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - passes++; - } - if (r_shadow_rtlight->diffusescale) - { - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - passes++; - } - } - if (passes) - { - GL_Color(0.1*passes, 0.025*passes, 0, 1); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - } - return; + qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR } - else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL) + qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - // GLSL shader path (GFFX5200, Radeon 9500) - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, texcoord2f); - R_Mesh_TexCoordPointer(1, 3, svector3f); - R_Mesh_TexCoordPointer(2, 3, tvector3f); - R_Mesh_TexCoordPointer(3, 3, normal3f); - R_Mesh_TexBind(0, R_GetTexture(bumptexture)); - R_Mesh_TexBind(1, R_GetTexture(basetexture)); - R_Mesh_TexBind(2, R_GetTexture(glosstexture)); - if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR) + const msurface_t *surface = surfacelist[surfacelistindex]; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (!rsurface_svector3f) { - qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); } - qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - // TODO: add direct pants/shirt rendering - if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) - { - R_Mesh_TexBind(1, R_GetTexture(pantstexture)); - qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - } - if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - { - R_Mesh_TexBind(1, R_GetTexture(shirttexture)); - qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - } + c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); } - else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3) +} + +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, const vec3_t modelorg) +{ + // ARB path (any Geforce, any Radeon) + int surfacelistindex; + int renders; + float color2[3], colorscale; + rmeshstate_t m; + qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; + // TODO: add direct pants/shirt rendering + if (doambientpants || dodiffusepants) + R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (doambientshirt || dodiffuseshirt) + R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (!doambientbase && !dodiffusebase && !dospecular) + return; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - // TODO: add direct pants/shirt rendering - if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL); - if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL); - if (r_shadow_rtlight->ambientscale) + const msurface_t *surface = surfacelist[surfacelistindex]; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + if (doambientbase) { GL_Color(1,1,1,1); colorscale = r_shadow_rtlight->ambientscale; @@ -1801,24 +1710,25 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 3 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = texcoord2f; + m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[1] = texture->currenttexmatrix; m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; + m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytolight; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1826,51 +1736,53 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 2 3D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = texcoord2f; + m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[1] = texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube) { // 4 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = texcoord2f; + m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[2] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[3] = vertex3f; + m.pointer_texcoord3f[3] = rsurface_vertex3f; m.texmatrix[3] = r_shadow_entitytolight; #else m.pointer_texcoord3f[3] = varray_texcoord3f[3]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_ONE, GL_ONE); @@ -1879,70 +1791,72 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 3 2D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = texcoord2f; + m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[2] = texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1951,17 +1865,17 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, 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(firstvertex, numvertices); + 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(firstvertex, numvertices, numtriangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } - if (r_shadow_rtlight->diffusescale) + if (dodiffusebase) { GL_Color(1,1,1,1); colorscale = r_shadow_rtlight->diffusescale; @@ -1976,44 +1890,46 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 3/2 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; + m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2022,54 +1938,56 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 1/2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2078,34 +1996,36 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2113,52 +2033,54 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 4/2 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; + m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[3] = vertex3f; + m.pointer_texcoord3f[3] = rsurface_vertex3f; m.texmatrix[3] = r_shadow_entitytoattenuationz; #else m.pointer_texcoord[3] = varray_texcoord2f[3]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2167,62 +2089,64 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2231,17 +2155,17 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, 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(firstvertex, numvertices); + 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(firstvertex, numvertices, numtriangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } - if (specularscale && glosstexture != r_texture_black) + if (dospecular) { // FIXME: detect blendsquare! //if (gl_support_blendsquare) @@ -2252,72 +2176,74 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 2/0/0/1/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; R_Mesh_State(&m); - GL_LockArrays(firstvertex, numvertices); + 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(firstvertex, numvertices, numtriangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + c_rt_lighttris += surface->num_triangles; + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2326,52 +2252,54 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 2/0/0/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; R_Mesh_State(&m); - GL_LockArrays(firstvertex, numvertices); + 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(firstvertex, numvertices, numtriangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + c_rt_lighttris += surface->num_triangles; + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2379,80 +2307,82 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 2/0/0/2/2 2D combine blendsquare path memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(bumptexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_vertex = rsurface_vertex3f; + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; R_Mesh_State(&m); - GL_LockArrays(firstvertex, numvertices); + 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(firstvertex, numvertices, numtriangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + c_rt_lighttris += surface->num_triangles; + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = vertex3f; + m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); + 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); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; + m.pointer_vertex = rsurface_vertex3f; m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; + m.texmatrix[0] = texture->currenttexmatrix; if (r_shadow_lightcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; + m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2460,132 +2390,139 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, 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(firstvertex, numvertices); + 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(firstvertex, numvertices, numtriangles, elements); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; + c_rt_lighttris += surface->num_triangles; } GL_LockArrays(0, 0); } } } - else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX) +} + +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, const vec3_t modelorg) +{ + int surfacelistindex; + int renders; + float ambientcolor2[3], diffusecolor2[3]; + rmeshstate_t m; + qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black; + qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black; + qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black; + //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; + // TODO: add direct pants/shirt rendering + if (doambientpants || dodiffusepants) + R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (doambientshirt || dodiffuseshirt) + R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg); + if (!doambientbase && !dodiffusebase) + return; + VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2); + VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2); + GL_BlendFunc(GL_ONE, GL_ONE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + if (r_textureunits.integer >= 2) { - // TODO: add direct pants/shirt rendering - if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL); - if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001) - R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL); - if (r_shadow_rtlight->ambientscale) - { - GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_textureunits.integer >= 2) - { - // voodoo2 - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + // voodoo2 + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + m.texmatrix[1] = r_shadow_entitytoattenuationxyz; #else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif - if (r_textureunits.integer >= 3) - { - // Geforce3/Radeon class but not using dot3 - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); + if (r_textureunits.integer >= 3) + { + // Geforce3/Radeon class but not using dot3 + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationz; + m.texmatrix[2] = r_shadow_entitytoattenuationz; #else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif - } - } - if (r_textureunits.integer >= 3) - m.pointer_color = NULL; - else - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - if (r_textureunits.integer >= 3) - GL_Color(color[0], color[1], color[2], 1); - else if (r_textureunits.integer >= 2) - R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color); - else - R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - } } - if (r_shadow_rtlight->diffusescale) + } + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + const msurface_t *surface = surfacelist[surfacelistindex]; + const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (!rsurface_svector3f) { - GL_BlendFunc(GL_ONE, GL_ONE); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_textureunits.integer >= 2) - { - // voodoo2 - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + // 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 #ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; + R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f); #else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); #endif - if (r_textureunits.integer >= 3) - { - // Geforce3/Radeon class but not using dot3 - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); + if (r_textureunits.integer >= 3) + { + // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) #ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationz; + R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f); #else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz); + R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); #endif - } - } - R_Mesh_State(&m); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - if (r_textureunits.integer >= 3) - R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color); - else if (r_textureunits.integer >= 2) - R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color); - else - R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color); - GL_LockArrays(firstvertex, numvertices); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); - GL_LockArrays(0, 0); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; } } + for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++) + { + if (r_textureunits.integer >= 3) + R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders); + else if (r_textureunits.integer >= 2) + R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders); + else + R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders); + 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); + c_rt_lightmeshes++; + c_rt_lighttris += surface->num_triangles; + } + } +} + +void R_Shadow_RenderSurfacesLighting(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, const vec3_t modelorg) +{ + // FIXME: support MATERIALFLAG_NODEPTHTEST + switch (r_shadowstage) + { + case R_SHADOWSTAGE_VISIBLELIGHTING: + R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + break; + case R_SHADOWSTAGE_LIGHT_GLSL: + R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + break; + case R_SHADOWSTAGE_LIGHT_DOT3: + R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + break; + case R_SHADOWSTAGE_LIGHT_VERTEX: + R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + break; + default: + Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage); + break; } } @@ -2639,7 +2576,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces; + int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces; entity_render_t *ent = r_refdef.worldentity; model_t *model = r_refdef.worldmodel; qbyte *data; @@ -2661,7 +2598,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (model && model->GetLightInfo) { - // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering + // this variable must be set for the CompileShadowVolume code r_shadow_compilingrtlight = rtlight; R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); @@ -2679,19 +2616,9 @@ void R_RTLight_Compile(rtlight_t *rtlight) memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes); if (numsurfaces) memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); - if (model->DrawShadowVolume && rtlight->shadow) - { - rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs); - rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); - } - if (model->DrawLight) - { - rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); - model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist); - rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false); - } - // switch back to rendering when DrawShadowVolume or DrawLight is called + if (model->CompileShadowVolume && rtlight->shadow) + model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; } @@ -2712,19 +2639,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) } } - lightmeshes = 0; - lighttris = 0; - if (rtlight->static_meshchain_light) - { - shadowmesh_t *mesh; - for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - { - lightmeshes++; - lighttris += mesh->numtriangles; - } - } - - Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light 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, lighttris, lightmeshes); + 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); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -2734,9 +2649,6 @@ void R_RTLight_Uncompile(rtlight_t *rtlight) if (rtlight->static_meshchain_shadow) Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow); rtlight->static_meshchain_shadow = NULL; - if (rtlight->static_meshchain_light) - Mod_ShadowMesh_Free(rtlight->static_meshchain_light); - rtlight->static_meshchain_light = NULL; // these allocations are grouped if (rtlight->static_leaflist) Mem_Free(rtlight->static_leaflist); @@ -2812,11 +2724,16 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist) { - shadowmesh_t *mesh; // set up properties for rendering light onto this entity - r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; - r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; - r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; + r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; + r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; + r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; + r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha; + r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha; + r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha; + r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha; + r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha; + r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha; Matrix4x4_Concat(&r_shadow_entitytolight, &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); @@ -2834,17 +2751,9 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l } } if (ent == r_refdef.worldentity) - { - if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer) - { - for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular); - } - else - ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist); - } + ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist); else - ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist); + ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist); } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) @@ -2861,12 +2770,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) entity_render_t *shadowentities[MAX_EDICTS]; // skip lights that don't light (corona only lights) - if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01) + if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f)) return; f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, lightcolor); - if (VectorLength2(lightcolor) < 0.01) + if (VectorLength2(lightcolor) < (1.0f / 32768.0f)) return; /* if (rtlight->selected) @@ -3134,6 +3043,8 @@ rtexture_t *R_Shadow_Cubemap(const char *basename) numcubemaps++; strcpy(cubemaps[i].basename, basename); cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); + if (!cubemaps[i].texture) + cubemaps[i].texture = r_texture_whitecube; return cubemaps[i].texture; } @@ -3365,7 +3276,7 @@ void R_Shadow_LoadWorldLights(void) void R_Shadow_SaveWorldLights(void) { dlight_t *light; - int bufchars, bufmaxchars; + size_t bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; char line[1024]; @@ -3388,7 +3299,7 @@ void R_Shadow_SaveWorldLights(void) sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); else sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style); - if (bufchars + (int) strlen(line) > bufmaxchars) + if (bufchars + strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; @@ -3407,7 +3318,7 @@ void R_Shadow_SaveWorldLights(void) } } if (bufchars) - FS_WriteFile(name, buf, bufchars); + FS_WriteFile(name, buf, (fs_offset_t)bufchars); if (buf) Mem_Free(buf); } @@ -3587,7 +3498,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { originhack[0] = 0; originhack[1] = 0; - originhack[2] = 48; + originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; @@ -3596,7 +3507,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { originhack[0] = 0; originhack[1] = 0; - originhack[2] = 40; + originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; @@ -3605,7 +3516,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { originhack[0] = 0; originhack[1] = 0; - originhack[2] = 40; + originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; @@ -3614,7 +3525,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { originhack[0] = 0; originhack[1] = 0; - originhack[2] = 40; + originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; @@ -3623,6 +3534,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } else if (!strcmp("style", key)) style = atoi(value); + else if (!strcmp("skin", key)) + skin = (int)atof(value); + else if (!strcmp("pflags", key)) + pflags = (int)atof(value); + else if (!strcmp("effects", key)) + effects = (int)atof(value); else if (r_refdef.worldmodel->type == mod_brushq3) { if (!strcmp("scale", key)) @@ -3630,12 +3547,6 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) if (!strcmp("fade", key)) fadescale = atof(value); } - else if (!strcmp("skin", key)) - skin = (int)atof(value); - else if (!strcmp("pflags", key)) - pflags = (int)atof(value); - else if (!strcmp("effects", key)) - effects = (int)atof(value); } if (!islight) continue; @@ -3699,6 +3610,10 @@ void R_Shadow_SetCursorLocationForView(void) VectorMA(trace.endpos, push, r_viewforward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } + else + { + VectorClear( endpos ); + } r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;