X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=3327166042827d7d6f4a72d4b1909e5ae3c61e60;hb=8b37a3a674013f693250d761388cbf39265a0d42;hp=791e073ef0085f89c97717c8032cbc037dd31af6;hpb=6cc19077a3106f3ffdbd05122fad875c78a60e2f;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 791e073e..33271660 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -146,6 +146,7 @@ typedef enum r_shadow_rendermode_e { R_SHADOW_RENDERMODE_NONE, R_SHADOW_RENDERMODE_STENCIL, + R_SHADOW_RENDERMODE_SEPARATESTENCIL, R_SHADOW_RENDERMODE_STENCILTWOSIDE, R_SHADOW_RENDERMODE_LIGHT_VERTEX, R_SHADOW_RENDERMODE_LIGHT_DOT3, @@ -198,8 +199,9 @@ cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; -cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; -cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; +cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.5", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; +cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "2", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; +cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"}; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; @@ -218,6 +220,7 @@ cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"}; +cvar_t gl_ext_separatestencil = {0, "gl_ext_separatetencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"}; cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; @@ -385,6 +388,7 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); + Cvar_RegisterVariable(&r_shadow_glossexponent); Cvar_RegisterVariable(&r_shadow_lightattenuationpower); Cvar_RegisterVariable(&r_shadow_lightattenuationscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); @@ -403,6 +407,7 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) { @@ -524,12 +529,18 @@ void R_Shadow_PrepareShadowMark(int numtris) numshadowmark = 0; } -int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) +int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris) { int i, j; int outtriangles = 0, outvertices = 0; const int *element; const float *vertex; + float ratio, direction[3], projectvector[3]; + + if (projectdirection) + VectorScale(projectdirection, projectdistance, projectvector); + else + VectorClear(projectvector); if (maxvertexupdate < innumvertices) { @@ -553,26 +564,49 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) shadowmark[shadowmarktris[i]] = shadowmarkcount; - for (i = 0;i < numshadowmarktris;i++) + // create the vertices + if (projectdirection) { - element = inelement3i + shadowmarktris[i] * 3; - // make sure the vertices are created - for (j = 0;j < 3;j++) + for (i = 0;i < numshadowmarktris;i++) { - if (vertexupdate[element[j]] != vertexupdatenum) + element = inelement3i + shadowmarktris[i] * 3; + for (j = 0;j < 3;j++) { - float ratio, direction[3]; - vertexupdate[element[j]] = vertexupdatenum; - vertexremap[element[j]] = outvertices; - vertex = invertex3f + element[j] * 3; - // project one copy of the vertex to the sphere radius of the light - // (FIXME: would projecting it to the light box be better?) - VectorSubtract(vertex, projectorigin, direction); - ratio = projectdistance / VectorLength(direction); - VectorCopy(vertex, outvertex3f); - VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; + if (vertexupdate[element[j]] != vertexupdatenum) + { + vertexupdate[element[j]] = vertexupdatenum; + vertexremap[element[j]] = outvertices; + vertex = invertex3f + element[j] * 3; + // project one copy of the vertex according to projectvector + VectorCopy(vertex, outvertex3f); + VectorAdd(vertex, projectvector, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; + } + } + } + } + else + { + for (i = 0;i < numshadowmarktris;i++) + { + element = inelement3i + shadowmarktris[i] * 3; + for (j = 0;j < 3;j++) + { + if (vertexupdate[element[j]] != vertexupdatenum) + { + vertexupdate[element[j]] = vertexupdatenum; + vertexremap[element[j]] = outvertices; + vertex = invertex3f + element[j] * 3; + // project one copy of the vertex to the sphere radius of the light + // (FIXME: would projecting it to the light box be better?) + VectorSubtract(vertex, projectorigin, direction); + ratio = projectdistance / VectorLength(direction); + VectorCopy(vertex, outvertex3f); + VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; + } } } } @@ -645,12 +679,12 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * return outtriangles; } -void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) +void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris) { int tris, outverts; if (projectdistance < 0.1) { - Con_Printf("R_Shadow_Volume: projectdistance %f\n"); + Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance); return; } if (!numverts || !nummarktris) @@ -658,16 +692,17 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, // make sure shadowelements is big enough for this volume if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); - tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris); + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); r_refdef.stats.lights_dynamicshadowtriangles += tris; R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements); } -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) +void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) { int t, tend; const int *e; const float *v[3]; + float normal[3]; if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs)) return; tend = firsttriangle + numtris; @@ -676,26 +711,59 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2]) { // surface box entirely inside light box, no box cull - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) - shadowmarklist[numshadowmark++] = t; + if (projectdirection) + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal); + if (DotProduct(normal, projectdirection) < 0) + shadowmarklist[numshadowmark++] = t; + } + } + else + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) + shadowmarklist[numshadowmark++] = t; + } } else { // surface box not entirely inside light box, cull each triangle - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + if (projectdirection) { - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) - && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) - && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) - && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) - && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) - && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) - && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + v[0] = invertex3f + e[0] * 3; + v[1] = invertex3f + e[1] * 3; + v[2] = invertex3f + e[2] * 3; + TriangleNormal(v[0], v[1], v[2], normal); + if (DotProduct(normal, projectdirection) < 0 + && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) + && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) + && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) + && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) + && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) + && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = t; + } + } + else + { + for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + { + v[0] = invertex3f + e[0] * 3; + v[1] = invertex3f + e[1] * 3; + v[2] = invertex3f + e[2] * 3; + if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) + && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) + && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) + && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) + && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) + && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) + && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = t; + } } } } @@ -715,11 +783,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces + GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, numvertices, numtriangles, element3i); // increment stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, numvertices, numtriangles, element3i); @@ -788,6 +856,8 @@ void R_Shadow_ValidateCvars(void) { if (r_shadow_texture3d.integer && !gl_texture3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); + if (gl_ext_separatestencil.integer && !gl_support_separatestencil) + Cvar_SetValueQuick(&gl_ext_separatestencil, 0); if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } @@ -820,16 +890,16 @@ void R_Shadow_RenderMode_Begin(void) R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(false); GL_DepthTest(true); + GL_DepthMask(false); GL_Color(0, 0, 0, 1); - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE);CHECKGLERROR GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; - if (gl_ext_stenciltwoside.integer) + if (gl_ext_separatestencil.integer) + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL; + else if (gl_ext_stenciltwoside.integer) r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE; else r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL; @@ -860,26 +930,38 @@ void R_Shadow_RenderMode_Reset(void) } R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); + GL_DepthTest(true); + GL_DepthMask(false); + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_Color(1, 1, 1, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); } void R_Shadow_RenderMode_StencilShadowVolumes(void) { CHECKGLERROR R_Shadow_RenderMode_Reset(); - GL_Color(1, 1, 1, 1); GL_ColorMask(0, 0, 0, 0); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(false); - GL_DepthTest(true); qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR qglDepthFunc(GL_LESS);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR r_shadow_rendermode = r_shadow_shadowingrendermode; - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL) { - qglDisable(GL_CULL_FACE);CHECKGLERROR + GL_CullFace(GL_NONE); + qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces + qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces + } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) + { + GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces qglStencilMask(~0);CHECKGLERROR @@ -888,13 +970,6 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void) qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } - else - { - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR - // this is changed by every shadow render so its value here is unimportant - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - } GL_Clear(GL_STENCIL_BUFFER_BIT); r_refdef.stats.lights_clears++; } @@ -904,35 +979,17 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); - if (transparent) - { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - } - else + if (!transparent) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE);CHECKGLERROR if (stenciltest) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR + // only draw light where this geometry was already rendered AND the + // stencil is 128 (values other than this mean shadow) + qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR } - else - { - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - } - qglStencilMask(~0);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - // only draw light where this geometry was already rendered AND the - // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR r_shadow_rendermode = r_shadow_lightingrendermode; // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) @@ -959,15 +1016,10 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void) CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(!r_showdisabledepthtest.integer); - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - GL_Color(0.0, 0.0125, 0.1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); - qglDepthFunc(GL_GEQUAL);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR // this culls back - qglDisable(GL_CULL_FACE);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR + GL_DepthTest(r_showshadowvolumes.integer < 2); + GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1); + qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR + GL_CullFace(GL_NONE); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; } @@ -976,29 +1028,16 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(!r_showdisabledepthtest.integer); - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - GL_Color(0.1, 0.0125, 0, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); - if (transparent) - { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - } - else + GL_DepthTest(r_showlighting.integer < 2); + GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1); + if (!transparent) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - qglCullFace(GL_FRONT);CHECKGLERROR // this culls back - qglEnable(GL_CULL_FACE);CHECKGLERROR if (stenciltest) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR } - else - { - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - } r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } @@ -1007,25 +1046,8 @@ void R_Shadow_RenderMode_End(void) CHECKGLERROR R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); - GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); - GL_DepthTest(true); - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - if (gl_support_stenciltwoside) - { - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR - } - qglStencilMask(~0);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } @@ -1075,6 +1097,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // if that mesh is not empty, check what area of the screen it covers x1 = y1 = x2 = y2 = 0; v[3] = 1.0f; + //Con_Printf("%i vertices to transform...\n", mesh.numvertices); for (i = 0;i < mesh.numvertices;i++) { VectorCopy(mesh.vertex3f + i * 3, v); @@ -1112,7 +1135,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return true; // the light area is visible, set up the scissor rectangle - GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1); + GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1); //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR r_refdef.stats.lights_scissored++; @@ -1275,7 +1298,7 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurfa static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes - GL_Color(0.1, 0.025, 0, 1); + GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist); @@ -1624,6 +1647,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) { + float glossexponent; rmeshstate_t m; // FIXME: detect blendsquare! //if (!gl_support_blendsquare) @@ -1652,12 +1676,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // fourth pass @@ -1704,12 +1724,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // fourth pass @@ -1743,12 +1759,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); - RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); // fourth pass @@ -1793,25 +1805,25 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_Mesh_ColorPointer(NULL); if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); if (dopants) { if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); } if (doshirt) { if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); } if (dospecular) - R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); } void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2) @@ -1928,12 +1940,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurfa float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; rmeshstate_t m; - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase); - VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants); - VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants); - VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt); - VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt); + VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase); + VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase); + VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants); + VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants); + VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt); + VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); R_Mesh_ColorPointer(rsurface_array_color4f); memset(&m, 0, sizeof(m)); @@ -1980,18 +1992,12 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha; if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; - if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) - { - qglDisable(GL_CULL_FACE);CHECKGLERROR - } - else - { - qglEnable(GL_CULL_FACE);CHECKGLERROR - } + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces if (rsurface_texture->colormapping) { - qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f); - qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f); + qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f); + qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f); if (dopants) { lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0]; @@ -2011,16 +2017,17 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2032,16 +2039,17 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2052,8 +2060,7 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) void R_RTLight_Update(dlight_t *light, int isstatic) { - int j, k; - float scale; + double scale; rtlight_t *rtlight = &light->rtlight; R_RTLight_Uncompile(rtlight); memset(rtlight, 0, sizeof(*rtlight)); @@ -2071,7 +2078,7 @@ void R_RTLight_Update(dlight_t *light, int isstatic) rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; rtlight->cubemapname[0] = 0; if (light->cubemapname[0]) - strcpy(rtlight->cubemapname, light->cubemapname); + strlcpy(rtlight->cubemapname, light->cubemapname, sizeof(rtlight->cubemapname)); else if (light->cubemapnum > 0) sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum); rtlight->shadow = light->shadow; @@ -2084,12 +2091,11 @@ void R_RTLight_Update(dlight_t *light, int isstatic) rtlight->specularscale = light->specularscale; rtlight->flags = light->flags; Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix); - // ConcatScale won't work here because this needs to scale rotate and - // translate, not just rotate - scale = 1.0f / rtlight->radius; - for (k = 0;k < 3;k++) - for (j = 0;j < 4;j++) - rtlight->matrix_worldtolight.m[k][j] *= scale; + // this has to scale both rotate and translate because this is an already + // inverted matrix (it transforms from world to light space, not the other + // way around) + scale = 1.0 / rtlight->radius; + Matrix4x4_Scale(&rtlight->matrix_worldtolight, scale, scale); } // compiles rtlight geometry @@ -2137,7 +2143,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (numsurfaces) memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); if (model->CompileShadowVolume && rtlight->shadow) - model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; } @@ -2210,11 +2216,11 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces + GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); // increment stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); @@ -2225,7 +2231,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa else if (numsurfaces) { R_Mesh_Matrix(&ent->matrix); - model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs); + model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs); } } else @@ -2239,7 +2245,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; R_Mesh_Matrix(&ent->matrix); - model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs); + model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs); } } @@ -2379,7 +2385,9 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))) { // about the VectorDistance2 - light emitting entities should not cast their own shadow - if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1) + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) shadowentities[numshadowentities++] = ent; if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight) lightentities[numlightentities++] = ent; @@ -2469,6 +2477,94 @@ void R_ShadowVolumeLighting(qboolean visible) R_Shadow_RenderMode_End(); } +extern void R_SetupView(const matrix4x4_t *matrix); +extern cvar_t r_shadows_throwdistance; +void R_DrawModelShadows(void) +{ + int i; + float relativethrowdistance; + entity_render_t *ent; + vec3_t relativelightorigin; + vec3_t relativelightdirection; + vec3_t relativeshadowmins, relativeshadowmaxs; + float vertex3f[12]; + + if (!r_drawentities.integer || !gl_stencil) + return; + + CHECKGLERROR + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + + r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; + + if (gl_ext_separatestencil.integer) + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL; + else if (gl_ext_stenciltwoside.integer) + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE; + else + r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL; + + R_Shadow_RenderMode_StencilShadowVolumes(); + + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + // cast shadows from anything that is not a submodel of the map + if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW)) + { + relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix); + VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance); + VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance); + VectorNegate(ent->modellight_lightdir, relativelightdirection); + VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); + R_Mesh_Matrix(&ent->matrix); + ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); + } + } + + // not really the right mode, but this will disable any silly stencil features + R_Shadow_RenderMode_VisibleLighting(true, true); + + // vertex coordinates for a quad that covers the screen exactly + vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; + vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; + vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; + vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + + // set up ortho view for rendering this pass + GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ScissorTest(true); + R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + + // set up a 50% darkening blend on shadowed areas + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthTest(false); + GL_DepthMask(false); + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + GL_Color(0, 0, 0, 0.5); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + qglDepthFunc(GL_ALWAYS);CHECKGLERROR + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR + + // apply the blend to the shadowed areas + R_Mesh_Draw(0, 4, 2, polygonelements); + + // restoring the perspective view is done by R_RenderScene + //R_SetupView(&r_view.matrix); + + // restore other state to normal + R_Shadow_RenderMode_End(); +} + + //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; typedef struct suffixinfo_s { @@ -2576,7 +2672,7 @@ rtexture_t *R_Shadow_Cubemap(const char *basename) if (i >= MAX_CUBEMAPS) return r_texture_whitecube; numcubemaps++; - strcpy(cubemaps[i].basename, basename); + strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename)); cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); if (!cubemaps[i].texture) cubemaps[i].texture = r_texture_whitecube; @@ -2781,8 +2877,10 @@ void R_Shadow_LoadWorldLights(void) // remove quotes on cubemapname if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"') { - cubemapname[strlen(cubemapname)-1] = 0; - strcpy(cubemapname, cubemapname + 1); + size_t namelen; + namelen = strlen(cubemapname) - 2; + memmove(cubemapname, cubemapname + 1, namelen); + cubemapname[namelen] = '\0'; } if (a < 8) { @@ -2926,7 +3024,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) data = r_refdef.worldmodel->brush.entities; if (!data) return; - for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++) + for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++) { type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; @@ -2944,19 +3042,19 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) islight = false; while (1) { - if (!COM_ParseToken(&data, false)) + if (!COM_ParseTokenConsole(&data)) break; // error if (com_token[0] == '}') break; // end of entity if (com_token[0] == '_') - strcpy(key, com_token + 1); + strlcpy(key, com_token + 1, sizeof(key)); else - strcpy(key, com_token); + strlcpy(key, com_token, sizeof(key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseToken(&data, false)) + if (!COM_ParseTokenConsole(&data)) break; // error - strcpy(value, com_token); + strlcpy(value, com_token, sizeof(value)); // now that we have the key pair worked out... if (!strcmp("light", key)) @@ -3431,7 +3529,7 @@ void R_Shadow_EditLights_Edit_f(void) return; } if (Cmd_Argc() == 3) - strcpy(cubemapname, Cmd_Argv(2)); + strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname)); else cubemapname[0] = 0; } @@ -3701,7 +3799,7 @@ void R_Shadow_EditLights_CopyInfo_f(void) r_shadow_bufferlight.radius = r_shadow_selectedlight->radius; r_shadow_bufferlight.style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) - strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname); + strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname)); else r_shadow_bufferlight.cubemapname[0] = 0; r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;