X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=566158af45f3818b73ab2752039d1e7cade172b2;hb=c8faaabd182ae985281ec019f87ce7b7186b4ce9;hp=2f24300b8a9aeac3866cde6cd93d52faba21d9ff;hpb=0d2215d9e30e15b2843a2bcdcb560296696595c2;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 2f24300b..566158af 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -159,11 +159,12 @@ r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE; -mempool_t *r_shadow_mempool; - -int maxshadowelements; +int maxshadowtriangles; int *shadowelements; +int maxshadowvertices; +float *shadowvertex3f; + int maxshadowmark; int numshadowmark; int *shadowmark; @@ -267,8 +268,10 @@ void r_shadow_start(void) r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); - maxshadowelements = 0; + maxshadowtriangles = 0; shadowelements = NULL; + maxshadowvertices = 0; + shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; @@ -294,10 +297,13 @@ void r_shadow_shutdown(void) r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); - maxshadowelements = 0; + maxshadowtriangles = 0; if (shadowelements) Mem_Free(shadowelements); shadowelements = NULL; + if (shadowvertex3f) + Mem_Free(shadowvertex3f); + shadowvertex3f = NULL; maxvertexupdate = 0; if (vertexupdate) Mem_Free(vertexupdate); @@ -405,10 +411,11 @@ void R_Shadow_Init(void) } Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system"); R_Shadow_EditLights_Init(); - r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL); r_shadow_worldlightchain = NULL; - maxshadowelements = 0; + maxshadowtriangles = 0; shadowelements = NULL; + maxshadowvertices = 0; + shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; @@ -447,17 +454,24 @@ matrix4x4_t matrix_attenuationz = } }; -int *R_Shadow_ResizeShadowElements(int numtris) +void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles) { // make sure shadowelements is big enough for this volume - if (maxshadowelements < numtris * 24) + if (maxshadowtriangles < numtriangles) { - maxshadowelements = numtris * 24; + maxshadowtriangles = numtriangles; if (shadowelements) Mem_Free(shadowelements); - shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); + shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24])); + } + // make sure shadowvertex3f is big enough for this volume + if (maxshadowvertices < numvertices) + { + maxshadowvertices = numvertices; + if (shadowvertex3f) + Mem_Free(shadowvertex3f); + shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6])); } - return shadowelements; } static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) @@ -471,8 +485,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; - r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes); - r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); + r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); + r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { @@ -481,8 +495,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; - r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); - r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); + r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes); + r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); } } @@ -496,8 +510,8 @@ void R_Shadow_PrepareShadowMark(int numtris) Mem_Free(shadowmark); if (shadowmarklist) Mem_Free(shadowmarklist); - shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); - shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist)); shadowmarkcount = 0; } shadowmarkcount++; @@ -524,8 +538,8 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * Mem_Free(vertexupdate); if (vertexremap) Mem_Free(vertexremap); - vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); - vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); + vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int)); vertexupdatenum = 0; } vertexupdatenum++; @@ -642,11 +656,11 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, if (!numverts || !nummarktris) return; // make sure shadowelements is big enough for this volume - if (maxshadowelements < nummarktris * 24) - R_Shadow_ResizeShadowElements((nummarktris + 256) * 24); - tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris); + if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts) + R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris); renderstats.lights_dynamicshadowtriangles += tris; - R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); + R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements); } void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) @@ -692,7 +706,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte if (r_shadow_compilingrtlight) { // if we're compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); + Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); return; } renderstats.lights_shadowtriangles += numtriangles; @@ -901,7 +915,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void) void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) { R_Shadow_RenderMode_Reset(); - GL_BlendFunc(GL_ONE, GL_ONE); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); if (!r_showtrispass) @@ -928,9 +942,6 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - R_Mesh_TexCoordPointer(1, 3, varray_svector3f); - R_Mesh_TexCoordPointer(2, 3, varray_tvector3f); - R_Mesh_TexCoordPointer(3, 3, varray_normal3f); R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss @@ -939,7 +950,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix - GL_BlendFunc(GL_ONE, GL_ONE); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); CHECKGLERROR } @@ -1111,7 +1122,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ int numverts = surface->num_vertices; float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex; float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex; - float *color4f = varray_color4f + 4 * surface->num_firstvertex; + float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex; float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { @@ -1427,8 +1438,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ 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; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; @@ -1475,8 +1486,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ 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; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); @@ -1507,8 +1518,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ 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; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -1537,8 +1548,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ 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; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; @@ -1591,8 +1602,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ 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; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); @@ -1645,8 +1656,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity 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; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result @@ -1703,8 +1714,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity 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; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result @@ -1747,8 +1758,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity 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; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); + m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result @@ -1877,7 +1888,7 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface newnumtriangles = 0; newe = newelements; } - if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01) + if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01) { newe[0] = e[0]; newe[1] = e[1]; @@ -1897,7 +1908,7 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface if (!draw) break; #else - for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) if (VectorLength2(c)) goto goodpass; break; @@ -1907,7 +1918,7 @@ goodpass: GL_LockArrays(0, 0); #endif // now reduce the intensity for the next overbright pass - for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { c[0] = max(0, c[0] - 1); c[1] = max(0, c[1] - 1); @@ -1944,7 +1955,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t * m.texmatrix[2] = r_shadow_entitytoattenuationz; } } - m.pointer_color = varray_color4f; + m.pointer_color = rsurface_array_color4f; R_Mesh_State(&m); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { @@ -2127,7 +2138,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; - data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); rtlight->static_numleafs = numleafs; rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; @@ -2163,7 +2174,8 @@ void R_RTLight_Compile(rtlight_t *rtlight) } } - Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes); + if (developer.integer >= 10) + Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -2256,6 +2268,8 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent) void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist) { + if (!ent->model->DrawLight) + return; R_Shadow_SetupEntityLight(ent); if (ent == r_refdef.worldentity) ent->model->DrawLight(ent, numsurfaces, surfacelist); @@ -2587,7 +2601,7 @@ void R_Shadow_FreeCubemaps(void) dlight_t *R_Shadow_NewWorldLight(void) { dlight_t *light; - light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); + light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t)); light->next = r_shadow_worldlightchain; r_shadow_worldlightchain = light; return light;