X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=a5d5c7461bb77f3a39eda27b815d4588d9f50f6d;hb=7c80c8318c253eab01f35ee35aec044b0309ac9b;hp=058d5589b96c125b7e19b444ae747487b6b80f49;hpb=6e3e978789b8d76be70bf3e00585991381d5aab4;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 058d5589..a5d5c746 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1,4 +1,107 @@ +/* +Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows) +An extrusion of the lit faces, beginning at the original geometry and ending +further from the light source than the original geometry (presumably at least +as far as the light's radius, if the light has a radius at all), capped at +both front and back to avoid any problems (extrusion from dark faces also +works but has a different set of problems) + +This is rendered using Carmack's Reverse technique, in which backfaces behind +zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail) +decrement the stencil, the result is a stencil value of zero where shadows +did not intersect the visible geometry, suitable as a stencil mask for +rendering lighting everywhere but shadow. + +In our case we use a biased stencil clear of 128 to avoid requiring the +stencil wrap extension (but probably should support it). + + + +Terminology: Stencil Light Volume (sometimes called Light Volumes) +Similar to a Stencil Shadow Volume, but inverted; rather than containing the +areas in shadow it contanis the areas in light, this can only be built +quickly for certain limited cases (such as portal visibility from a point), +but is quite useful for some effects (sunlight coming from sky polygons is +one possible example, translucent occluders is another example). + + + +Terminology: Optimized Stencil Shadow Volume +A Stencil Shadow Volume that has been processed sufficiently to ensure it has +no duplicate coverage of areas (no need to shadow an area twice), often this +greatly improves performance but is an operation too costly to use on moving +lights (however completely optimal Stencil Light Volumes can be constructed +in some ideal cases). + + + +Terminology: Per Pixel Lighting (sometimes abbreviated PPL) +Per pixel evaluation of lighting equations, at a bare minimum this involves +DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence +vector and surface normal, using a texture of the surface bumps, called a +NormalMap) if supported by hardware; in our case there is support for cards +which are incapable of DOT3, the quality is quite poor however. Additionally +it is desirable to have specular evaluation per pixel, per vertex +normalization of specular halfangle vectors causes noticable distortion but +is unavoidable on hardware without GL_ARB_fragment_program. + + + +Terminology: Normalization CubeMap +A cubemap containing normalized dot3-encoded (vectors of length 1 or less +encoded as RGB colors) for any possible direction, this technique allows per +pixel calculation of incidence vector for per pixel lighting purposes, which +would not otherwise be possible per pixel without GL_ARB_fragment_program. + + + +Terminology: 2D Attenuation Texturing +A very crude approximation of light attenuation with distance which results +in cylindrical light shapes which fade vertically as a streak (some games +such as Doom3 allow this to be rotated to be less noticable in specific +cases), the technique is simply modulating lighting by two 2D textures (which +can be the same) on different axes of projection (XY and Z, typically), this +is the best technique available without 3D Attenuation Texturing or +GL_ARB_fragment_program technology. + + + +Terminology: 3D Attenuation Texturing +A slightly crude approximation of light attenuation with distance, its flaws +are limited radius and resolution (performance tradeoffs). + + + +Terminology: 3D Attenuation-Normalization Texturing +A 3D Attenuation Texture merged with a Normalization CubeMap, by making the +vectors shorter the lighting becomes darker, a very effective optimization of +diffuse lighting if 3D Attenuation Textures are already used. + + + +Terminology: Light Cubemap Filtering +A technique for modeling non-uniform light distribution according to +direction, for example projecting a stained glass window image onto a wall, +this is done by texturing the lighting with a cubemap. + + + +Terminology: Light Projection Filtering +A technique for modeling shadowing of light passing through translucent +surfaces, allowing stained glass windows and other effects to be done more +elegantly than possible with Light Cubemap Filtering by applying an occluder +texture to the lighting combined with a stencil light volume to limit the lit +area (this allows evaluating multiple translucent occluders in a scene). + + + +Terminology: Doom3 Lighting +A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization +CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by +the (currently upcoming) game Doom3. +*/ + #include "quakedef.h" #include "r_shadow.h" #include "cl_collision.h" @@ -22,10 +125,9 @@ int maxtrianglefacinglight; qbyte *trianglefacinglight; int *trianglefacinglightlist; -int maxshadowvertices; -float *shadowvertex3f; int maxvertexupdate; int *vertexupdate; +int *vertexremap; int vertexupdatenum; rtexturepool_t *r_shadow_texturepool; @@ -43,14 +145,19 @@ cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"}; cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"}; cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"}; +cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"}; +cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; -cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"}; +cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; +cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; +cvar_t r_shadow_shadows = {CVAR_SAVE, "r_shadow_shadows", "1"}; +cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"}; int c_rt_lights, c_rt_clears, c_rt_scissored; int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris; @@ -68,10 +175,9 @@ void r_shadow_start(void) r_shadow_mempool = Mem_AllocPool("R_Shadow"); maxshadowelements = 0; shadowelements = NULL; - maxshadowvertices = 0; - shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; + vertexremap = NULL; vertexupdatenum = 0; maxtrianglefacinglight = 0; trianglefacinglight = NULL; @@ -100,10 +206,9 @@ void r_shadow_shutdown(void) R_FreeTexturePool(&r_shadow_texturepool); maxshadowelements = 0; shadowelements = NULL; - maxshadowvertices = 0; - shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; + vertexremap = NULL; vertexupdatenum = 0; maxtrianglefacinglight = 0; trianglefacinglight = NULL; @@ -117,6 +222,35 @@ void r_shadow_newmap(void) r_shadow_reloadlights = true; } +void R_Shadow_Help_f(void) +{ + Con_Printf( +"Documentation on r_shadow system:\n" +"Settings:\n" +"r_shadow_lightattenuationpower : used to generate attenuation texture\n" +"r_shadow_lightattenuationscale : used to generate attenuation texture\n" +"r_shadow_lightintensityscale : scale rendering brightness of all lights\n" +"r_shadow_realtime_world : use realtime world light rendering\n" +"r_shadow_realtime_dlight : use high quality dlight rendering\n" +"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" +"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" +"r_shadow_glossintensity : brightness of textured gloss\n" +"r_shadow_gloss2intensity : brightness of forced gloss\n" +"r_shadow_debuglight : render only this light number (-1 = all)\n" +"r_shadow_scissor : use scissor optimization\n" +"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n" +"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n" +"r_shadow_polygonoffset : nudge shadow volumes closer/further\n" +"r_shadow_portallight : use portal visibility for static light precomputation\n" +"r_shadow_projectdistance : shadow volume projection distance\n" +"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" +"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n" +"r_shadow_shadows : dlight shadows (world always has shadows)\n" +"Commands:\n" +"r_shadow_help : this help\n" + ); +} + void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_lightattenuationpower); @@ -126,6 +260,8 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_visiblevolumes); Cvar_RegisterVariable(&r_shadow_gloss); + Cvar_RegisterVariable(&r_shadow_glossintensity); + Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); @@ -134,126 +270,14 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); + Cvar_RegisterVariable(&r_shadow_shadows); + Cvar_RegisterVariable(&r_shadow_showtris); + Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f); R_Shadow_EditLights_Init(); R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } -int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin) -{ - int i, tris = 0; - const float *v0, *v1, *v2; - for (i = 0;i < numtris;i++, elements += 3) - { - // calculate triangle facing flag - v0 = vertex + elements[0] * 3; - v1 = vertex + elements[1] * 3; - v2 = vertex + elements[2] * 3; - if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2)) - { - facing[i] = true; - list[tris++] = i; - } - else - facing[i] = false; - } - return tris; -} - -int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance) -{ - int i, j, tris, vertexpointeradjust = numverts * 3; - const int *e, *n; - float *vin, *vout; - - if (maxvertexupdate < numverts) - { - maxvertexupdate = numverts; - if (vertexupdate) - Mem_Free(vertexupdate); - vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); - } - vertexupdatenum++; - - // check each frontface for bordering backfaces, - // and cast shadow polygons from those edges, - // also create front and back caps for shadow volume - tris = numfacing * 2; - // output front caps - for (i = 0;i < numfacing;i++) - { - e = elements + facinglist[i] * 3; - out[0] = e[0]; - out[1] = e[1]; - out[2] = e[2]; - out += 3; - } - // output back caps - for (i = 0;i < numfacing;i++) - { - e = elements + facinglist[i] * 3; - // generate vertices if needed - for (j = 0;j < 3;j++) - { - if (vertexupdate[e[j]] != vertexupdatenum) - { - vertexupdate[e[j]] = vertexupdatenum; - vin = vertices + e[j] * 3; - vout = vin + vertexpointeradjust; - vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]); - vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]); - vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]); - } - } - out[0] = e[2] + numverts; - out[1] = e[1] + numverts; - out[2] = e[0] + numverts; - out += 3; - } - // output sides around frontfaces - for (i = 0;i < numfacing;i++) - { - n = neighbors + facinglist[i] * 3; - // check the edges - if (n[0] < 0 || !facing[n[0]]) - { - e = elements + facinglist[i] * 3; - out[0] = e[1]; - out[1] = e[0]; - out[2] = e[0] + numverts; - out[3] = e[1]; - out[4] = e[0] + numverts; - out[5] = e[1] + numverts; - out += 6; - tris += 2; - } - if (n[1] < 0 || !facing[n[1]]) - { - e = elements + facinglist[i] * 3; - out[0] = e[2]; - out[1] = e[1]; - out[2] = e[1] + numverts; - out[3] = e[2]; - out[4] = e[1] + numverts; - out[5] = e[2] + numverts; - out += 6; - tris += 2; - } - if (n[2] < 0 || !facing[n[2]]) - { - e = elements + facinglist[i] * 3; - out[0] = e[0]; - out[1] = e[2]; - out[2] = e[2] + numverts; - out[3] = e[0]; - out[4] = e[2] + numverts; - out[5] = e[0] + numverts; - out += 6; - tris += 2; - } - } - return tris; -} - void R_Shadow_ResizeTriangleFacingLight(int numtris) { // make sure trianglefacinglight is big enough for this volume @@ -284,21 +308,303 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -float *R_Shadow_VertexBuffer(int numvertices) +/* +// readable version of some code found below +//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) +int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c) { - if (maxshadowvertices < numvertices) + float dir0[3], dir1[3], normal[3]; + + // calculate two mostly perpendicular edge directions + VectorSubtract(a, b, dir0); + VectorSubtract(c, b, dir1); + + // we have two edge directions, we can calculate a third vector from + // them, which is the direction of the surface normal (it's magnitude + // is not 1 however) + CrossProduct(dir0, dir1, normal); + + // compare distance of light along normal, with distance of any point + // of the triangle along the same normal (the triangle is planar, + // I.E. flat, so all points give the same answer) + return DotProduct(p, normal) > DotProduct(a, normal); +} +int checkcastshadowfromedge(int t, int i) +{ + int *te; + float *v[3]; + if (t >= trianglerange_start && t < trianglerange_end) + { + if (t < i && !trianglefacinglight[t]) + return true; + else + return false; + } + else + { + if (t < 0) + return true; + else + { + te = inelement3i + t * 3; + v[0] = invertex3f + te[0] * 3; + v[1] = invertex3f + te[1] * 3; + v[2] = invertex3f + te[2] * 3; + if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + return true; + else + return false; + } + } +} +*/ + +int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance) +{ + int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0; + const float *v[3]; + const int *e, *n, *te; + float f, temp[3]; + + // make sure trianglefacinglight is big enough for this volume + if (maxtrianglefacinglight < trianglerange_end) + R_Shadow_ResizeTriangleFacingLight(trianglerange_end); + + if (maxvertexupdate < innumvertices) { - maxshadowvertices = numvertices; - if (shadowvertex3f) - Mem_Free(shadowvertex3f); - shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3])); + maxvertexupdate = innumvertices; + if (vertexupdate) + Mem_Free(vertexupdate); + if (vertexremap) + Mem_Free(vertexremap); + vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + } + vertexupdatenum++; + + if (r_shadow_singlepassvolumegeneration.integer) + { + // one pass approach (identify lit/dark faces and generate sides while doing so) + for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3) + { + // calculate triangle facing flag + v[0] = invertex3f + e[0] * 3; + v[1] = invertex3f + e[1] * 3; + v[2] = invertex3f + e[2] * 3; + if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))) + { + // make sure the vertices are created + for (j = 0;j < 3;j++) + { + if (vertexupdate[e[j]] != vertexupdatenum) + { + vertexupdate[e[j]] = vertexupdatenum; + vertexremap[e[j]] = outvertices; + VectorCopy(v[j], outvertex3f); + VectorSubtract(v[j], relativelightorigin, temp); + f = projectdistance / VectorLength(temp); + VectorMA(relativelightorigin, f, temp, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; + } + } + // output the front and back triangles + vr[0] = vertexremap[e[0]]; + vr[1] = vertexremap[e[1]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[0]; + outelement3i[1] = vr[1]; + outelement3i[2] = vr[2]; + outelement3i[3] = vr[2] + 1; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; + // output the sides (facing outward from this triangle) + t = n[0]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + outelement3i[0] = vr[1]; + outelement3i[1] = vr[0]; + outelement3i[2] = vr[0] + 1; + outelement3i[3] = vr[1]; + outelement3i[4] = vr[0] + 1; + outelement3i[5] = vr[1] + 1; + outelement3i += 6; + tris += 2; + } + t = n[1]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + outelement3i[0] = vr[2]; + outelement3i[1] = vr[1]; + outelement3i[2] = vr[1] + 1; + outelement3i[3] = vr[2]; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[2] + 1; + outelement3i += 6; + tris += 2; + } + t = n[2]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + outelement3i[0] = vr[0]; + outelement3i[1] = vr[2]; + outelement3i[2] = vr[2] + 1; + outelement3i[3] = vr[0]; + outelement3i[4] = vr[2] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; + } + } + else + { + // this triangle is not facing the light + // output the sides (facing inward to this triangle) + t = n[0]; + if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) + { + vr[0] = vertexremap[e[0]]; + vr[1] = vertexremap[e[1]]; + outelement3i[0] = vr[1]; + outelement3i[1] = vr[0] + 1; + outelement3i[2] = vr[0]; + outelement3i[3] = vr[1]; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; + } + t = n[1]; + if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) + { + vr[1] = vertexremap[e[1]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[2]; + outelement3i[1] = vr[1] + 1; + outelement3i[2] = vr[1]; + outelement3i[3] = vr[2]; + outelement3i[4] = vr[2] + 1; + outelement3i[5] = vr[1] + 1; + outelement3i += 6; + tris += 2; + } + t = n[2]; + if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) + { + vr[0] = vertexremap[e[0]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[0]; + outelement3i[1] = vr[2] + 1; + outelement3i[2] = vr[2]; + outelement3i[3] = vr[0]; + outelement3i[4] = vr[0] + 1; + outelement3i[5] = vr[2] + 1; + outelement3i += 6; + tris += 2; + } + } + } + } + else + { + // two pass approach (identify lit/dark faces and then generate sides) + for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3) + { + // calculate triangle facing flag + v[0] = invertex3f + e[0] * 3; + v[1] = invertex3f + e[1] * 3; + v[2] = invertex3f + e[2] * 3; + if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))) + { + trianglefacinglightlist[numfacing++] = i; + // make sure the vertices are created + for (j = 0;j < 3;j++) + { + if (vertexupdate[e[j]] != vertexupdatenum) + { + vertexupdate[e[j]] = vertexupdatenum; + vertexremap[e[j]] = outvertices; + VectorSubtract(v[j], relativelightorigin, temp); + f = projectdistance / VectorLength(temp); + VectorCopy(v[j], outvertex3f); + VectorMA(relativelightorigin, f, temp, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; + } + } + // output the front and back triangles + outelement3i[0] = vertexremap[e[0]]; + outelement3i[1] = vertexremap[e[1]]; + outelement3i[2] = vertexremap[e[2]]; + outelement3i[3] = vertexremap[e[2]] + 1; + outelement3i[4] = vertexremap[e[1]] + 1; + outelement3i[5] = vertexremap[e[0]] + 1; + outelement3i += 6; + tris += 2; + } + } + for (i = 0;i < numfacing;i++) + { + t = trianglefacinglightlist[i]; + e = inelement3i + t * 3; + n = inneighbor3i + t * 3; + // output the sides (facing outward from this triangle) + t = n[0]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + vr[0] = vertexremap[e[0]]; + vr[1] = vertexremap[e[1]]; + outelement3i[0] = vr[1]; + outelement3i[1] = vr[0]; + outelement3i[2] = vr[0] + 1; + outelement3i[3] = vr[1]; + outelement3i[4] = vr[0] + 1; + outelement3i[5] = vr[1] + 1; + outelement3i += 6; + tris += 2; + } + t = n[1]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + vr[1] = vertexremap[e[1]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[2]; + outelement3i[1] = vr[1]; + outelement3i[2] = vr[1] + 1; + outelement3i[3] = vr[2]; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[2] + 1; + outelement3i += 6; + tris += 2; + } + t = n[2]; + if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) + { + vr[0] = vertexremap[e[0]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[0]; + outelement3i[1] = vr[2]; + outelement3i[2] = vr[2] + 1; + outelement3i[3] = vr[0]; + outelement3i[4] = vr[2] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; + } + } } - return shadowvertex3f; + if (outnumvertices) + *outnumvertices = outvertices; + return tris; } -void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance) +float varray_vertex3f2[65536*3]; + +void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance) { - int tris; + int tris, outverts; if (projectdistance < 0.1) { Con_Printf("R_Shadow_Volume: projectdistance %f\n"); @@ -306,62 +612,34 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v } if (!numverts) return; -// terminology: -// -// frontface: -// a triangle facing the light source -// -// backface: -// a triangle not facing the light source -// -// shadow volume: -// an extrusion of the frontfaces, beginning at the original geometry and -// ending further from the light source than the original geometry -// (presumably at least as far as the light's radius, if the light has a -// radius at all), capped at both front and back to avoid any problems -// -// description: -// draws the shadow volumes of the model. -// requirements: -// vertex locations must already be in varray_vertex3f before use. -// varray_vertex3f must have capacity for numverts * 2. - - // make sure trianglefacinglight is big enough for this volume - if (maxtrianglefacinglight < numtris) - R_Shadow_ResizeTriangleFacingLight(numtris); // make sure shadowelements is big enough for this volume if (maxshadowelements < numtris * 24) R_Shadow_ResizeShadowElements(numtris); - // check which triangles are facing the light - tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin); - if (!tris) - return; - - // by clever use of elements we can construct the whole shadow from - // the unprojected vertices and the projected vertices - - // output triangle elements and vertices - tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance); - if (!tris) - return; - - if (r_shadowstage == SHADOWSTAGE_STENCIL) + // check which triangles are facing the light, and then output + // triangle elements and vertices... by clever use of elements we + // can construct the whole shadow from the unprojected vertices and + // the projected vertices + if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/))) { - // increment stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - R_Mesh_Draw(numverts * 2, tris, shadowelements); + GL_VertexPointer(varray_vertex3f2); + if (r_shadowstage == SHADOWSTAGE_STENCIL) + { + // increment stencil if backface is behind depthbuffer + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + R_Mesh_Draw(outverts, tris, shadowelements); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtris; + // decrement stencil if frontface is behind depthbuffer + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + } + R_Mesh_Draw(outverts, tris, shadowelements); c_rt_shadowmeshes++; c_rt_shadowtris += numtris; - // decrement stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } - R_Mesh_Draw(numverts * 2, tris, shadowelements); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtris; } void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) @@ -374,8 +652,7 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); for (mesh = firstmesh;mesh;mesh = mesh->next) { - R_Mesh_GetSpace(mesh->numverts); - R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + GL_VertexPointer(mesh->vertex3f); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; @@ -386,8 +663,7 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) } for (mesh = firstmesh;mesh;mesh = mesh->next) { - R_Mesh_GetSpace(mesh->numverts); - R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + GL_VertexPointer(mesh->vertex3f); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; @@ -530,7 +806,6 @@ void R_Shadow_Stage_Begin(void) if (r_shadow_texture3d.integer && !gl_texture3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); - //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) || r_shadow_lightattenuationpower.value != r_shadow_attenpower @@ -538,9 +813,10 @@ void R_Shadow_Stage_Begin(void) R_Shadow_MakeTextures(); memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - R_Mesh_State(&m); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_State_Texture(&m); GL_Color(0, 0, 0, 1); qglDisable(GL_SCISSOR_TEST); r_shadowstage = SHADOWSTAGE_NONE; @@ -570,17 +846,23 @@ void R_Shadow_Stage_ShadowVolumes(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_TextureState(&m); + R_Mesh_State_Texture(&m); GL_Color(1, 1, 1, 1); qglColorMask(0, 0, 0, 0); - qglDisable(GL_BLEND); - qglDepthMask(0); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(false); + GL_DepthTest(true); + if (r_shadow_polygonoffset.value != 0) + { + qglPolygonOffset(1.0f, r_shadow_polygonoffset.value); + qglEnable(GL_POLYGON_OFFSET_FILL); + } + else + qglDisable(GL_POLYGON_OFFSET_FILL); qglDepthFunc(GL_LESS); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); - qglEnable(GL_CULL_FACE); - qglEnable(GL_DEPTH_TEST); r_shadowstage = SHADOWSTAGE_STENCIL; qglClear(GL_STENCIL_BUFFER_BIT); c_rt_clears++; @@ -597,20 +879,17 @@ void R_Shadow_Stage_LightWithoutShadows(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_TextureState(&m); - qglActiveTexture(GL_TEXTURE0_ARB); - - qglEnable(GL_BLEND); - qglBlendFunc(GL_ONE, GL_ONE); + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); - qglDepthMask(0); qglDepthFunc(GL_EQUAL); qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_EQUAL, 128, 0xFF); - qglEnable(GL_CULL_FACE); - qglEnable(GL_DEPTH_TEST); r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -619,22 +898,19 @@ void R_Shadow_Stage_LightWithShadows(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_TextureState(&m); - qglActiveTexture(GL_TEXTURE0_ARB); - - qglEnable(GL_BLEND); - qglBlendFunc(GL_ONE, GL_ONE); + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); - qglDepthMask(0); qglDepthFunc(GL_EQUAL); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) qglStencilFunc(GL_EQUAL, 128, 0xFF); - qglEnable(GL_CULL_FACE); - qglEnable(GL_DEPTH_TEST); r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -642,11 +918,12 @@ void R_Shadow_Stage_LightWithShadows(void) void R_Shadow_Stage_End(void) { rmeshstate_t m; - // attempt to restore state to what Mesh_State thinks it is - qglDisable(GL_BLEND); - qglBlendFunc(GL_ONE, GL_ZERO); - qglDepthMask(1); - // now restore the rest of the state to normal + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); qglDisable(GL_SCISSOR_TEST); @@ -654,160 +931,9 @@ void R_Shadow_Stage_End(void) qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); - qglEnable(GL_CULL_FACE); - qglEnable(GL_DEPTH_TEST); - // force mesh state to reset by using various combinations of features - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - R_Mesh_State(&m); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - R_Mesh_State(&m); r_shadowstage = SHADOWSTAGE_NONE; } -#if 0 -int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius) -{ - int i, ix1, iy1, ix2, iy2; - float x1, y1, x2, y2, x, y; - vec3_t smins, smaxs; - vec4_t v, v2; - if (!r_shadow_scissor.integer) - return false; - // if view is inside the box, just say yes it's visible - if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0] - && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1] - && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2]) - { - qglDisable(GL_SCISSOR_TEST); - return false; - } - VectorSubtract(r_origin, origin, v); - if (DotProduct(v, v) < radius * radius) - { - qglDisable(GL_SCISSOR_TEST); - return false; - } - // create viewspace bbox - for (i = 0;i < 8;i++) - { - v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0]; - v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1]; - v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2]; - v2[0] = DotProduct(v, vright); - v2[1] = DotProduct(v, vup); - v2[2] = DotProduct(v, vpn); - if (i) - { - if (smins[0] > v2[0]) smins[0] = v2[0]; - if (smaxs[0] < v2[0]) smaxs[0] = v2[0]; - if (smins[1] > v2[1]) smins[1] = v2[1]; - if (smaxs[1] < v2[1]) smaxs[1] = v2[1]; - if (smins[2] > v2[2]) smins[2] = v2[2]; - if (smaxs[2] < v2[2]) smaxs[2] = v2[2]; - } - else - { - smins[0] = smaxs[0] = v2[0]; - smins[1] = smaxs[1] = v2[1]; - smins[2] = smaxs[2] = v2[2]; - } - } - // now we have a bbox in viewspace - // clip it to the viewspace version of the sphere - v[0] = origin[0] - r_origin[0]; - v[1] = origin[1] - r_origin[1]; - v[2] = origin[2] - r_origin[2]; - v2[0] = DotProduct(v, vright); - v2[1] = DotProduct(v, vup); - v2[2] = DotProduct(v, vpn); - if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius; - if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius; - if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius; - if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius; - if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius; - if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius; - // clip it to the view plane - if (smins[2] < 1) - smins[2] = 1; - // return true if that culled the box - if (smins[2] >= smaxs[2]) - return true; - // ok some of it is infront of the view, transform each corner back to - // worldspace and then to screenspace and make screen rect - // initialize these variables just to avoid compiler warnings - x1 = y1 = x2 = y2 = 0; - for (i = 0;i < 8;i++) - { - v2[0] = (i & 1) ? smins[0] : smaxs[0]; - v2[1] = (i & 2) ? smins[1] : smaxs[1]; - v2[2] = (i & 4) ? smins[2] : smaxs[2]; - v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0]; - v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1]; - v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2]; - v[3] = 1.0f; - GL_TransformToScreen(v, v2); - //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); - x = v2[0]; - y = v2[1]; - if (i) - { - if (x1 > x) x1 = x; - if (x2 < x) x2 = x; - if (y1 > y) y1 = y; - if (y2 < y) y2 = y; - } - else - { - x1 = x2 = x; - y1 = y2 = y; - } - } - /* - // this code doesn't handle boxes with any points behind view properly - x1 = 1000;x2 = -1000; - y1 = 1000;y2 = -1000; - for (i = 0;i < 8;i++) - { - v[0] = (i & 1) ? mins[0] : maxs[0]; - v[1] = (i & 2) ? mins[1] : maxs[1]; - v[2] = (i & 4) ? mins[2] : maxs[2]; - v[3] = 1.0f; - GL_TransformToScreen(v, v2); - //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); - if (v2[2] > 0) - { - x = v2[0]; - y = v2[1]; - - if (x1 > x) x1 = x; - if (x2 < x) x2 = x; - if (y1 > y) y1 = y; - if (y2 < y) y2 = y; - } - } - */ - ix1 = x1 - 1.0f; - iy1 = y1 - 1.0f; - ix2 = x2 + 1.0f; - iy2 = y2 + 1.0f; - //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); - if (ix1 < r_refdef.x) ix1 = r_refdef.x; - if (iy1 < r_refdef.y) iy1 = r_refdef.y; - if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width; - if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height; - if (ix2 <= ix1 || iy2 <= iy1) - return true; - // set up the scissor rectangle - qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - qglEnable(GL_SCISSOR_TEST); - c_rt_scissored++; - return false; -} -#endif - int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { int i, ix1, iy1, ix2, iy2; @@ -1105,11 +1231,12 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element int renders; float color[3], color2[3]; rmeshstate_t m; - memset(&m, 0, sizeof(m)); + GL_VertexPointer(vertex3f); if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { if (!bumptexture) bumptexture = r_shadow_blankbumptexture; + GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness during combine // mult is how many times the final pass of the lighting will be // performed to get more brightness than otherwise possible @@ -1117,47 +1244,41 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { // 3/2 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + m.pointer_texcoord[2] = varray_texcoord3f[2]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.tex[1] = 0; m.texcubemap[1] = R_GetTexture(lightcubemap); - m.tex3d[2] = 0; - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - qglEnable(GL_BLEND); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); 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); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1166,54 +1287,48 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) { // 1/2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = varray_texcoord3f[0]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); - m.tex3d[0] = 0; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); - qglBlendFunc(GL_DST_ALPHA, GL_ZERO); - qglEnable(GL_BLEND); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); 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); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1222,43 +1337,37 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) { // 2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); - GL_Color(1,1,1,1); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.texcubemap[1] = 0; - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - qglEnable(GL_BLEND); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); 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); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1267,19 +1376,20 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element else if (r_textureunits.integer >= 4) { // 4/2 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + m.pointer_texcoord[2] = varray_texcoord2f[2]; + m.pointer_texcoord[3] = varray_texcoord2f[3]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); @@ -1287,29 +1397,23 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - m.tex[2] = 0; - m.tex[3] = 0; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - qglEnable(GL_BLEND); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); 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); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1318,56 +1422,51 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element else { // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); + GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); - m.tex[1] = 0; m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); - qglBlendFunc(GL_DST_ALPHA, GL_ZERO); - qglEnable(GL_BLEND); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); 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); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1376,64 +1475,34 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element } else { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + GL_ColorPointer(varray_color4f); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; if (r_textureunits.integer >= 2) { // voodoo2 -#if 1 - m.tex[0] = R_GetTexture(basetexture); m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - R_Mesh_TextureState(&m); - qglBlendFunc(GL_SRC_ALPHA, GL_ONE); - qglEnable(GL_BLEND); -#else - m.tex[0] = R_GetTexture(basetexture); - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - R_Mesh_State(&m); -#endif - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); - 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); - GL_UseColorArray(); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter); - R_Mesh_Draw(numverts, numtriangles, elements); - } + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); } - else + R_Mesh_State_Texture(&m); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { - // voodoo1 -#if 1 - m.tex[0] = R_GetTexture(basetexture); - R_Mesh_TextureState(&m); - qglBlendFunc(GL_SRC_ALPHA, GL_ONE); - qglEnable(GL_BLEND); -#else - m.tex[0] = R_GetTexture(basetexture); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - R_Mesh_State(&m); -#endif - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); - 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); - GL_UseColorArray(); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + 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 >= 2) + R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter); + else R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter); - R_Mesh_Draw(numverts, numtriangles, elements); - } + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; } } } @@ -1441,85 +1510,81 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) { int renders; - float color[3], color2[3]; + float color[3], color2[3], colorscale; rmeshstate_t m; if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil) return; - memset(&m, 0, sizeof(m)); - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; if (!glosstexture) glosstexture = r_shadow_blankglosstexture; if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)) { + colorscale = r_shadow_glossintensity.value; + if (!bumptexture) + bumptexture = r_shadow_blankbumptexture; + if (glosstexture == r_shadow_blankglosstexture) + colorscale *= r_shadow_gloss2intensity.value; + GL_VertexPointer(vertex3f); + GL_Color(1,1,1,1); if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { // 2/0/0/1/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); // this squares the result - qglEnable(GL_BLEND); - qglBlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - m.tex[0] = 0; - m.texcubemap[1] = 0; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); // square alpha in framebuffer a few times to make it shiny - qglBlendFunc(GL_ZERO, GL_DST_ALPHA); + 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) - for (renders = 0;renders < 2;renders++) - { - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); - } - c_rt_lightmeshes += 3; - c_rt_lighttris += numtriangles * 3; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - R_Mesh_TextureState(&m); - qglBlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); + m.pointer_texcoord[0] = varray_texcoord3f[0]; + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - m.tex3d[0] = 0; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, colorscale, color2); 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); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1528,63 +1593,52 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { // 2/0/0/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); // this squares the result - qglEnable(GL_BLEND); - qglBlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - m.tex[0] = 0; - m.texcubemap[1] = 0; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); // square alpha in framebuffer a few times to make it shiny - qglBlendFunc(GL_ZERO, GL_DST_ALPHA); + 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) - for (renders = 0;renders < 2;renders++) - { - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); - } - c_rt_lightmeshes += 3; - c_rt_lighttris += numtriangles * 3; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + VectorScale(lightcolor, colorscale, color2); 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); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1593,72 +1647,66 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { // 2/0/0/2/2 2D combine blendsquare path + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Mesh_State_Texture(&m); qglColorMask(0,0,0,1); // this squares the result - qglEnable(GL_BLEND); - qglBlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_Color(1,1,1,1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - m.tex[0] = 0; - m.texcubemap[1] = 0; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); // square alpha in framebuffer a few times to make it shiny - qglBlendFunc(GL_ZERO, GL_DST_ALPHA); + 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) - for (renders = 0;renders < 2;renders++) - { - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); - } - c_rt_lightmeshes += 3; - c_rt_lighttris += numtriangles * 3; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - R_Mesh_TextureState(&m); - qglBlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); + m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Mesh_State_Texture(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.texcubemap[1] = R_GetTexture(lightcubemap); - R_Mesh_TextureState(&m); + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + if (lightcubemap) + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + VectorScale(lightcolor, colorscale, color2); 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); GL_Color(color[0], color[1], color[2], 1); - R_Mesh_GetSpace(numverts); - R_Mesh_CopyVertex3f(vertex3f, numverts); - R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1667,10 +1715,72 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen } } -void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light) +void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix) { R_Mesh_Matrix(matrix); - R_Shadow_RenderShadowMeshVolume(light->shadowvolume); + if (r_shadow_showtris.integer) + { + shadowmesh_t *mesh; + rmeshstate_t m; + int depthenabled = qglIsEnabled(GL_DEPTH_TEST); + int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); + qglDisable(GL_DEPTH_TEST); + qglDisable(GL_STENCIL_TEST); + //qglDisable(GL_CULL_FACE); + qglColorMask(1,1,1,1); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + GL_Color(0,0.1,0,1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next) + { + GL_VertexPointer(mesh->vertex3f); + R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + //qglEnable(GL_CULL_FACE); + if (depthenabled) + qglEnable(GL_DEPTH_TEST); + if (stencilenabled) + { + qglEnable(GL_STENCIL_TEST); + qglColorMask(0,0,0,0); + } + } + R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow); +} + +void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +{ + shadowmesh_t *mesh; + R_Mesh_Matrix(matrix); + if (r_shadow_showtris.integer) + { + rmeshstate_t m; + int depthenabled = qglIsEnabled(GL_DEPTH_TEST); + int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); + qglDisable(GL_DEPTH_TEST); + qglDisable(GL_STENCIL_TEST); + //qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + GL_Color(0.2,0,0,1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + for (mesh = light->meshchain_light;mesh;mesh = mesh->next) + { + GL_VertexPointer(mesh->vertex3f); + R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + //qglEnable(GL_CULL_FACE); + if (depthenabled) + qglEnable(GL_DEPTH_TEST); + if (stencilenabled) + qglEnable(GL_STENCIL_TEST); + } + for (mesh = light->meshchain_light;mesh;mesh = mesh->next) + { + R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, NULL); + R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, NULL); + } } cvar_t r_editlights = {0, "r_editlights", "0"}; @@ -1685,17 +1795,15 @@ worldlight_t *r_shadow_worldlightchain; worldlight_t *r_shadow_selectedlight; vec3_t r_editlights_cursorlocation; -static int castshadowcount = 1; +static int lightpvsbytes; +static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8]; + void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow) { - int i, j, k, l, maxverts = 256, *mark, tris; - float *vertex3f = NULL; + int i, j, k, l, maxverts = 256, tris; + float *vertex3f = NULL, mins[3], maxs[3]; worldlight_t *e; - shadowmesh_t *mesh, *castmesh; - mleaf_t *leaf; - msurface_t *surf; - qbyte *pvs; - surfmesh_t *surfmesh; + shadowmesh_t *mesh, *castmesh = NULL; if (radius < 15 || DotProduct(color, color) < 0.03) { @@ -1718,8 +1826,8 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style e->cullradius = e->lightradius; for (k = 0;k < 3;k++) { - e->mins[k] = e->origin[k] - e->lightradius; - e->maxs[k] = e->origin[k] + e->lightradius; + mins[k] = e->origin[k] - e->lightradius; + maxs[k] = e->origin[k] + e->lightradius; } e->next = r_shadow_worldlightchain; @@ -1730,149 +1838,184 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style strcpy(e->cubemapname, cubemapname); // FIXME: add cubemap loading (and don't load a cubemap twice) } + // FIXME: rewrite this to store ALL geometry into a cache in the light + if (e->castshadows) + castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); if (cl.worldmodel) { - castshadowcount++; - i = Mod_PointContents(e->origin, cl.worldmodel); - if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY) + if (cl.worldmodel->brushq3.num_leafs) { - qbyte *byteleafpvs; - qbyte *bytesurfacepvs; + q3mleaf_t *leaf; + q3mface_t *face; + lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs)); + VectorCopy(e->origin, e->mins); + VectorCopy(e->origin, e->maxs); + for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) + face->lighttemp_castshadow = false; + for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++) + { + if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + { + for (k = 0;k < 3;k++) + { + if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; + if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + } + for (j = 0;j < leaf->numleaffaces;j++) + { + face = leaf->firstleafface[j]; + if (BoxesOverlap(face->mins, face->maxs, mins, maxs)) + face->lighttemp_castshadow = true; + } + } + } - byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1); - bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces); + // add surfaces to shadow casting mesh and light mesh + for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) + { + if (face->lighttemp_castshadow) + { + face->lighttemp_castshadow = false; + if (!(face->texture->renderflags & (Q3MTEXTURERENDERFLAGS_NODRAW | Q3MTEXTURERENDERFLAGS_SKY))) + { + if (e->castshadows) + if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i); + if (!(face->texture->renderflags & (Q3MTEXTURERENDERFLAGS_SKY))) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i); + } + } + } + } + else if (cl.worldmodel->brushq1.numleafs) + { + mleaf_t *leaf; + msurface_t *surf; + VectorCopy(e->origin, e->mins); + VectorCopy(e->origin, e->maxs); + i = CL_PointQ1Contents(e->origin); - Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin)); + for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) + surf->lighttemp_castshadow = false; - for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) - if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs)) - leaf->worldnodeframe = castshadowcount; + if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY) + { + qbyte *byteleafpvs; + qbyte *bytesurfacepvs; - for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++) - if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs)) - surf->castshadow = castshadowcount; + byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs); + bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces); - Mem_Free(byteleafpvs); - Mem_Free(bytesurfacepvs); - } - else - { - leaf = Mod_PointInLeaf(origin, cl.worldmodel); - pvs = Mod_LeafPVS(leaf, cl.worldmodel); - for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) + Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs); + + for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) + { + if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + { + for (k = 0;k < 3;k++) + { + if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; + if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + } + } + } + + for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++) + if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs)) + surf->lighttemp_castshadow = true; + + Mem_Free(byteleafpvs); + Mem_Free(bytesurfacepvs); + } + else { - if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs)) + lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs)); + for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++) { - leaf->worldnodeframe = castshadowcount; - for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++) + if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) { - surf = cl.worldmodel->surfaces + *mark; - if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs)) - surf->castshadow = castshadowcount; + for (k = 0;k < 3;k++) + { + if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; + if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + } + for (j = 0;j < leaf->nummarksurfaces;j++) + { + surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j]; + if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs)) + surf->lighttemp_castshadow = true; + } } } } - } - e->numleafs = 0; - for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) - if (leaf->worldnodeframe == castshadowcount) - e->numleafs++; - e->numsurfaces = 0; - for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++) - if (surf->castshadow == castshadowcount) - e->numsurfaces++; - - if (e->numleafs) - e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *)); - if (e->numsurfaces) - e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *)); - e->numleafs = 0; - for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++) - if (leaf->worldnodeframe == castshadowcount) - e->leafs[e->numleafs++] = leaf; - e->numsurfaces = 0; - for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++) - if (surf->castshadow == castshadowcount) - e->surfaces[e->numsurfaces++] = surf; - - // find bounding box of lit leafs - VectorCopy(e->origin, e->mins); - VectorCopy(e->origin, e->maxs); - for (j = 0;j < e->numleafs;j++) - { - leaf = e->leafs[j]; - for (k = 0;k < 3;k++) + // add surfaces to shadow casting mesh and light mesh + for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) { - if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; - if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + if (surf->lighttemp_castshadow) + { + surf->lighttemp_castshadow = false; + if (e->castshadows && (surf->flags & SURF_SHADOWCAST)) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i); + if (!(surf->flags & SURF_DRAWSKY)) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i); + } } } + } - for (k = 0;k < 3;k++) + // limit box to light bounds (in case it grew larger) + for (k = 0;k < 3;k++) + { + if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius; + if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius; + } + e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin); + + // cast shadow volume from castmesh + castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true); + if (castmesh) + { + maxverts = 0; + for (mesh = castmesh;mesh;mesh = mesh->next) { - if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius; - if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius; + R_Shadow_ResizeShadowElements(mesh->numtriangles); + maxverts = max(maxverts, mesh->numverts * 2); } - e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin); - if (e->castshadows) + if (maxverts > 0) { - castshadowcount++; - for (j = 0;j < e->numsurfaces;j++) - { - surf = e->surfaces[j]; - if (surf->flags & SURF_SHADOWCAST) - { - surf->castshadow = castshadowcount; - if (maxverts < surf->poly_numverts) - maxverts = surf->poly_numverts; - } - } - e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768); - // make a mesh to cast a shadow volume from - castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768); - for (j = 0;j < e->numsurfaces;j++) - if (e->surfaces[j]->castshadow == castshadowcount) - for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i); - castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh); - - // cast shadow volume from castmesh + vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3])); + // now that we have the buffers big enough, construct and add + // the shadow volume mesh + if (e->castshadows) + e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); for (mesh = castmesh;mesh;mesh = mesh->next) { - R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles); - R_Shadow_ResizeShadowElements(castmesh->numtriangles); - - if (maxverts < castmesh->numverts * 2) - { - maxverts = castmesh->numverts * 2; - if (vertex3f) - Mem_Free(vertex3f); - vertex3f = NULL; - } - if (vertex3f == NULL && maxverts > 0) - vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3])); - - // now that we have the buffers big enough, construct shadow volume mesh - memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3])); - tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin); - tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value); - // add the constructed shadow volume mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements); + Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles); + if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value))) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); } - if (vertex3f) - Mem_Free(vertex3f); + Mem_Free(vertex3f); vertex3f = NULL; - // we're done with castmesh now - Mod_ShadowMesh_Free(castmesh); - e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume); - for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next) - l += mesh->numtriangles; - Con_Printf("static shadow volume built containing %i triangles\n", l); } - } - Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces); + // we're done with castmesh now + Mod_ShadowMesh_Free(castmesh); + } + + e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false); + e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false); + + k = 0; + if (e->meshchain_shadow) + for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next) + k += mesh->numtriangles; + l = 0; + if (e->meshchain_light) + for (mesh = e->meshchain_light;mesh;mesh = mesh->next) + l += mesh->numtriangles; + Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l); } void R_Shadow_FreeWorldLight(worldlight_t *light) @@ -1884,12 +2027,10 @@ void R_Shadow_FreeWorldLight(worldlight_t *light) *lightpointer = light->next; if (light->cubemapname) Mem_Free(light->cubemapname); - if (light->shadowvolume) - Mod_ShadowMesh_Free(light->shadowvolume); - if (light->surfaces) - Mem_Free(light->surfaces); - if (light->leafs) - Mem_Free(light->leafs); + if (light->meshchain_shadow) + Mod_ShadowMesh_Free(light->meshchain_shadow); + if (light->meshchain_light) + Mod_ShadowMesh_Free(light->meshchain_light); Mem_Free(light); } @@ -1909,35 +2050,12 @@ void R_Shadow_SelectLight(worldlight_t *light) r_shadow_selectedlight->selected = true; } - -void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca) -{ - rmeshstate_t m; - float diff[3]; - - if (fogenabled) - { - VectorSubtract(origin, r_origin, diff); - ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); - } - - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = texnum; - R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); - - GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); - R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale); -} +rtexture_t *lighttextures[5]; void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) { - cachepic_t *pic; - pic = Draw_CachePic("gfx/crosshair1.tga"); - if (pic) - R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5); + float scale = r_editlights_cursorgrid.value * 0.5f; + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); } void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) @@ -1948,29 +2066,26 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) intensity = 0.5; if (light->selected) intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); - if (light->shadowvolume) - R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5); - else - R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5); + if (!light->meshchain_shadow) + intensity *= 0.5f; + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void) { - int i, texnums[5]; + int i; cachepic_t *pic; worldlight_t *light; for (i = 0;i < 5;i++) { - pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)); - if (pic) - texnums[i] = R_GetTexture(pic->tex); - else - texnums[i] = 0; + lighttextures[i] = NULL; + if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)))) + lighttextures[i] = pic->tex; } for (light = r_shadow_worldlightchain;light;light = light->next) - R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]); + R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5); R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0); } @@ -1987,7 +2102,7 @@ void R_Shadow_SelectLightInView(void) if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f) + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f) { bestrating = rating; best = light; @@ -2007,8 +2122,8 @@ void R_Shadow_LoadWorldLights(void) Con_Printf("No map loaded.\n"); return; } - FS_StripExtension(cl.worldmodel->name, name); - strcat(name, ".rtlights"); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + strlcat (name, ".rtlights", sizeof (name)); lightsstring = FS_LoadFile(name, false); if (lightsstring) { @@ -2064,14 +2179,14 @@ void R_Shadow_SaveWorldLights(void) Con_Printf("No map loaded.\n"); return; } - FS_StripExtension(cl.worldmodel->name, name); - strcat(name, ".rtlights"); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + strlcat (name, ".rtlights", sizeof (name)); bufchars = bufmaxchars = 0; buf = NULL; for (light = r_shadow_worldlightchain;light;light = light->next) { - sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : ""); - if (bufchars + strlen(line) > bufmaxchars) + sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : ""); + if (bufchars + (int) strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; oldbuf = buf; @@ -2105,8 +2220,8 @@ void R_Shadow_LoadLightsFile(void) Con_Printf("No map loaded.\n"); return; } - FS_StripExtension(cl.worldmodel->name, name); - strcat(name, ".lights"); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + strlcat (name, ".lights", sizeof (name)); lightsstring = FS_LoadFile(name, false); if (lightsstring) { @@ -2152,10 +2267,10 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) Con_Printf("No map loaded.\n"); return; } - data = cl.worldmodel->entities; + data = cl.worldmodel->brush.entities; if (!data) return; - for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++) + for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++) { light = 0; origin[0] = origin[1] = origin[2] = 0; @@ -2167,7 +2282,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) islight = false; while (1) { - if (!COM_ParseToken(&data)) + if (!COM_ParseToken(&data, false)) break; // error if (com_token[0] == '}') break; // end of entity @@ -2177,7 +2292,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) strcpy(key, com_token); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseToken(&data)) + if (!COM_ParseToken(&data, false)) break; // error strcpy(value, com_token); @@ -2282,7 +2397,7 @@ void R_Shadow_SetCursorLocationForView(void) vec_t dist, push, frac; vec3_t dest, endpos, normal; VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest); - frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL); + frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID); if (frac < 1) { dist = frac * r_editlights_cursordistance.value; @@ -2300,9 +2415,9 @@ void R_Shadow_SetCursorLocationForView(void) void R_Shadow_UpdateWorldLightSelection(void) { - R_Shadow_SetCursorLocationForView(); if (r_editlights.integer) { + R_Shadow_SetCursorLocationForView(); R_Shadow_SelectLightInView(); R_Shadow_DrawLightSprites(); } @@ -2574,6 +2689,48 @@ void R_Shadow_EditLights_Remove_f(void) r_shadow_selectedlight = NULL; } +void R_Shadow_EditLights_Help_f(void) +{ + Con_Printf( +"Documentation on r_editlights system:\n" +"Settings:\n" +"r_editlights : enable/disable editing mode\n" +"r_editlights_cursordistance : maximum distance of cursor from eye\n" +"r_editlights_cursorpushback : push back cursor this far from surface\n" +"r_editlights_cursorpushoff : push cursor off surface this far\n" +"r_editlights_cursorgrid : snap cursor to grid of this size\n" +"r_editlights_quakelightsizescale : imported quake light entity size scaling\n" +"r_editlights_rtlightssizescale : imported rtlight size scaling\n" +"r_editlights_rtlightscolorscale : imported rtlight color scaling\n" +"Commands:\n" +"r_editlights_help : this help\n" +"r_editlights_clear : remove all lights\n" +"r_editlights_reload : reload .rtlights, .lights file, or entities\n" +"r_editlights_save : save to .rtlights file\n" +"r_editlights_spawn : create a light with default settings\n" +"r_editlights_edit command : edit selected light - more documentation below\n" +"r_editlights_remove : remove selected light\n" +"r_editlights_toggleshadow : toggles on/off selected light's shadow property\n" +"r_editlights_importlightentitiesfrommap : reload light entities\n" +"r_editlights_importlightsfile : reload .light file (produced by hlight)\n" +"Edit commands:\n" +"origin x y z : set light location\n" +"originx x: set x component of light location\n" +"originy y: set y component of light location\n" +"originz z: set z component of light location\n" +"move x y z : adjust light location\n" +"movex x: adjust x component of light location\n" +"movey y: adjust y component of light location\n" +"movez z: adjust z component of light location\n" +"color r g b : set color of light (can be brighter than 1 1 1)\n" +"radius radius : set radius (size) of light\n" +"style style : set lightstyle of light (flickering patterns, switches, etc)\n" +"cubemap basename : set filter cubemap of light (not yet supported)\n" +"shadows 1/0 : turn on/off shadows\n" +" : print light properties to console\n" + ); +} + void R_Shadow_EditLights_Init(void) { Cvar_RegisterVariable(&r_editlights); @@ -2584,6 +2741,7 @@ void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_quakelightsizescale); Cvar_RegisterVariable(&r_editlights_rtlightssizescale); Cvar_RegisterVariable(&r_editlights_rtlightscolorscale); + Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f); Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f); Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f); Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);