X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=b469908c032a07ad84a67428822cf5a40e140861;hb=32d2ef1df7b629964fa7871f98460afbca3367c1;hp=5883fb8e5b1fdc5cc7e06d755875263c74e88b06;hpb=823d8a2d16635f92223b991cb36ae0104fb6d88e;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 5883fb8e..b469908c 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -122,7 +122,7 @@ extern void R_Shadow_EditLights_Init(void); #define SHADOWSTAGE_NONE 0 #define SHADOWSTAGE_STENCIL 1 #define SHADOWSTAGE_LIGHT 2 -#define SHADOWSTAGE_ERASESTENCIL 3 +#define SHADOWSTAGE_STENCILTWOSIDE 3 int r_shadowstage = SHADOWSTAGE_NONE; int r_shadow_reloadlights = false; @@ -131,9 +131,12 @@ mempool_t *r_shadow_mempool; int maxshadowelements; int *shadowelements; -int maxtrianglefacinglight; -qbyte *trianglefacinglight; -int *trianglefacinglightlist; + +int maxshadowmark; +int numshadowmark; +int *shadowmark; +int *shadowmarklist; +int shadowmarkcount; int maxvertexupdate; int *vertexupdate; @@ -173,9 +176,9 @@ cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"}; cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"}; -cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"}; cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"}; +cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; int c_rt_lights, c_rt_clears, c_rt_scissored; int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris; @@ -197,9 +200,11 @@ void r_shadow_start(void) vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; - maxtrianglefacinglight = 0; - trianglefacinglight = NULL; - trianglefacinglightlist = NULL; + maxshadowmark = 0; + numshadowmark = 0; + shadowmark = NULL; + shadowmarklist = NULL; + shadowmarkcount = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -230,9 +235,11 @@ void r_shadow_shutdown(void) vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; - maxtrianglefacinglight = 0; - trianglefacinglight = NULL; - trianglefacinglightlist = NULL; + maxshadowmark = 0; + numshadowmark = 0; + shadowmark = NULL; + shadowmarklist = NULL; + shadowmarkcount = 0; Mem_FreePool(&r_shadow_mempool); } @@ -298,9 +305,9 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); Cvar_RegisterVariable(&r_shadow_worldshadows); Cvar_RegisterVariable(&r_shadow_dlightshadows); - Cvar_RegisterVariable(&r_shadow_showtris); Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_shadow_cull); + Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) { Cvar_SetValue("r_shadow_gloss", 2); @@ -331,23 +338,6 @@ matrix4x4_t matrix_attenuationz = } }; -void R_Shadow_ResizeTriangleFacingLight(int numtris) -{ - // make sure trianglefacinglight is big enough for this volume - // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e - // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3 - if (maxtrianglefacinglight < numtris) - { - maxtrianglefacinglight = numtris; - if (trianglefacinglight) - Mem_Free(trianglefacinglight); - if (trianglefacinglightlist) - Mem_Free(trianglefacinglightlist); - trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight); - trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight); - } -} - int *R_Shadow_ResizeShadowElements(int numtris) { // make sure shadowelements is big enough for this volume @@ -361,68 +351,36 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -/* -// 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) +void R_Shadow_PrepareShadowMark(int numtris) { - 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) + // make sure shadowmark is big enough for this volume + if (maxshadowmark < numtris) { - if (t < i && !trianglefacinglight[t]) - return true; - else - return false; + maxshadowmark = numtris; + if (shadowmark) + Mem_Free(shadowmark); + if (shadowmarklist) + Mem_Free(shadowmarklist); + shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmarkcount = 0; } - else + shadowmarkcount++; + // if shadowmarkcount wrapped we clear the array and adjust accordingly + if (shadowmarkcount == 0) { - 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; - } + shadowmarkcount = 1; + memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark)); } + numshadowmark = 0; } -*/ -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 R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) { - int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0; - const float *v[3]; - const int *e, *n, *te; + int i, j, tris = 0, vr[3], t, outvertices = 0; + const int *e, *n; 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) { maxvertexupdate = innumvertices; @@ -432,220 +390,91 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i Mem_Free(vertexremap); vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexupdatenum = 0; } vertexupdatenum++; - - if (r_shadow_singlepassvolumegeneration.integer) + if (vertexupdatenum == 0) { - // 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; - } - } - } + vertexupdatenum = 1; + memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); + memset(vertexremap, 0, maxvertexupdate * sizeof(int)); } - else + + for (i = 0;i < numshadowmarktris;i++) { - // 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) + t = shadowmarktris[i]; + shadowmark[t] = shadowmarkcount; + e = inelement3i + t * 3; + // make sure the vertices are created + for (j = 0;j < 3;j++) { - // 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]))) + if (vertexupdate[e[j]] != vertexupdatenum) { - 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; + vertexupdate[e[j]] = vertexupdatenum; + vertexremap[e[j]] = outvertices; + VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp); + f = projectdistance / VectorLength(temp); + VectorCopy(invertex3f + e[j] * 3, outvertex3f); + VectorMA(projectorigin, f, temp, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; } } - for (i = 0;i < numfacing;i++) + // 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 < numshadowmarktris;i++) + { + t = shadowmarktris[i]; + e = inelement3i + t * 3; + n = inneighbor3i + t * 3; + // output the sides (facing outward from this triangle) + if (shadowmark[n[0]] != shadowmarkcount) { - 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; - } + 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; + } + if (shadowmark[n[1]] != shadowmarkcount) + { + 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; + } + if (shadowmark[n[2]] != shadowmarkcount) + { + 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; } } if (outnumvertices) @@ -655,7 +484,7 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i 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) +void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) { int tris, outverts; if (projectdistance < 0.1) @@ -663,63 +492,101 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el Con_Printf("R_Shadow_Volume: projectdistance %f\n"); return; } - if (!numverts) + if (!numverts || !nummarktris) return; - // make sure shadowelements is big enough for this volume - if (maxshadowelements < numtris * 24) - R_Shadow_ResizeShadowElements(numtris); + if (maxshadowelements < nummarktris * 24) + R_Shadow_ResizeShadowElements((nummarktris + 256) * 24); + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris); + R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); +} - // check which triangles are facing the light, and then output +void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs) +{ + int i; + const float *v[3]; + + // check which triangles are facing the , 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*/))) + + // identify lit faces within the bounding box + R_Shadow_PrepareShadowMark(numtris); + for (i = 0;i < numtris;i++) { - GL_VertexPointer(varray_vertex3f2); - if (r_shadowstage == SHADOWSTAGE_STENCIL) - { - // 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; - // 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; + v[0] = invertex3f + elements[i*3+0] * 3; + v[1] = invertex3f + elements[i*3+1] * 3; + v[2] = invertex3f + elements[i*3+2] * 3; + if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = i; } + R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist); } -void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) +void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius) { - shadowmesh_t *mesh; + vec3_t mins, maxs; + mins[0] = projectorigin[0] - radius; + mins[1] = projectorigin[1] - radius; + mins[2] = projectorigin[2] - radius; + maxs[0] = projectorigin[0] + radius; + maxs[1] = projectorigin[1] + radius; + maxs[2] = projectorigin[2] + radius; + R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs); +} + +void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numvertices); if (r_shadowstage == SHADOWSTAGE_STENCIL) { // decrement stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); - for (mesh = firstmesh;mesh;mesh = mesh->next) - { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; - } + R_Mesh_Draw(numvertices, numtriangles, element3i); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtriangles; // 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(numvertices, numtriangles, element3i); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtriangles; + GL_LockArrays(0, 0); +} + +void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) +{ + shadowmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); for (mesh = firstmesh;mesh;mesh = mesh->next) { - GL_VertexPointer(mesh->vertex3f); + m.pointer_vertex = mesh->vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, mesh->numverts); + if (r_shadowstage == SHADOWSTAGE_STENCIL) + { + // 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(mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; + // 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(mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; + GL_LockArrays(0, 0); } } @@ -858,6 +725,8 @@ void R_Shadow_Stage_Begin(void) if (r_shadow_texture3d.integer && !gl_texture3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); + if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside) + Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) @@ -869,10 +738,10 @@ void R_Shadow_Stage_Begin(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_Color(0, 0, 0, 1); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); r_shadowstage = SHADOWSTAGE_NONE; c_rt_lights = c_rt_clears = c_rt_scissored = 0; @@ -900,9 +769,9 @@ void R_Shadow_Stage_ShadowVolumes(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_Color(1, 1, 1, 1); - qglColorMask(0, 0, 0, 0); + GL_ColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); @@ -917,10 +786,25 @@ void R_Shadow_Stage_ShadowVolumes(void) qglDepthFunc(GL_LESS); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST); - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - qglStencilFunc(GL_ALWAYS, 128, 0xFF); - r_shadowstage = SHADOWSTAGE_STENCIL; - qglClear(GL_STENCIL_BUFFER_BIT); + qglStencilFunc(GL_ALWAYS, 128, ~0); + if (gl_ext_stenciltwoside.integer) + { + r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE; + qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); + qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces + qglStencilMask(~0); + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces + qglStencilMask(~0); + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + } + else + { + r_shadowstage = SHADOWSTAGE_STENCIL; + qglStencilMask(~0); + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + } + GL_Clear(GL_STENCIL_BUFFER_BIT); c_rt_clears++; // LordHavoc note: many shadow volumes reside entirely inside the world // (that is to say they are entirely bounded by their lit surfaces), @@ -935,17 +819,20 @@ void R_Shadow_Stage_LightWithoutShadows(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); + GL_ColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglDisable(GL_STENCIL_TEST); + if (gl_support_stenciltwoside) + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); + qglStencilMask(~0); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_EQUAL, 128, 0xFF); r_shadowstage = SHADOWSTAGE_LIGHT; @@ -956,17 +843,20 @@ void R_Shadow_Stage_LightWithShadows(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); + GL_ColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST); + if (gl_support_stenciltwoside) + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); + qglStencilMask(~0); 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) @@ -979,19 +869,22 @@ void R_Shadow_Stage_End(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); - GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); + GL_ColorMask(1, 1, 1, 1); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); qglDepthFunc(GL_LEQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + if (gl_support_stenciltwoside) + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); + qglStencilMask(~0); qglStencilFunc(GL_ALWAYS, 128, 0xFF); r_shadowstage = SHADOWSTAGE_NONE; } @@ -1009,7 +902,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // (?!? seems like a driver bug) so abort if gl_stencil is false if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) { - GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return false; } for (i = 0;i < 3;i++) @@ -1155,10 +1048,10 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) 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 (ix1 < r_view_x) ix1 = r_view_x; + if (iy1 < r_view_y) iy1 = r_view_y; + if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width; + if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height; if (ix2 <= ix1 || iy2 <= iy1) return true; // set up the scissor rectangle @@ -1294,7 +1187,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element int renders; float color[3], color2[3]; rmeshstate_t m; - GL_VertexPointer(vertex3f); if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { if (!bumptexture) @@ -1308,6 +1200,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element { // 3/2 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); @@ -1316,16 +1209,19 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element 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); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); 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); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) @@ -1334,8 +1230,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); 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]--) @@ -1348,36 +1245,44 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } 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.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = varray_texcoord3f[0]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; 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.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) @@ -1386,8 +1291,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); 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]--) @@ -1400,32 +1306,38 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) { // 2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; 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.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + GL_ColorMask(1,1,1,0); 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); @@ -1439,11 +1351,13 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } else if (r_textureunits.integer >= 4) { // 4/2 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[0] = GL_REPLACE; @@ -1454,17 +1368,20 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element 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); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); 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); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) @@ -1473,8 +1390,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); 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]--) @@ -1487,39 +1405,47 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } else { // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[0] = varray_texcoord2f[0]; m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); 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); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; 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.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (lightcubemap) @@ -1528,8 +1454,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); 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]--) @@ -1542,6 +1469,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } } else @@ -1549,9 +1477,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element 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.pointer_vertex = vertex3f; + m.pointer_color = varray_color4f; m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; if (r_textureunits.integer >= 2) @@ -1561,7 +1490,8 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); } - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); 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); @@ -1575,6 +1505,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } } @@ -1594,28 +1525,32 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen 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.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 @@ -1628,18 +1563,23 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = varray_texcoord3f[0]; - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); if (lightcubemap) { @@ -1648,8 +1588,9 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } m.pointer_texcoord[0] = texcoord2f; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); 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]--) @@ -1662,27 +1603,33 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } 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.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 @@ -1695,14 +1642,17 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); VectorScale(lightcolor, colorscale, color2); @@ -1716,27 +1666,33 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } 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.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 @@ -1749,21 +1705,26 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + GL_LockArrays(0, 0); memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord[0] = varray_texcoord2f[0]; m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Mesh_State_Texture(&m); + R_Mesh_State(&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); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); if (lightcubemap) { @@ -1772,8 +1733,9 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } m.pointer_texcoord[0] = texcoord2f; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); 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]--) @@ -1786,6 +1748,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } } } @@ -2046,7 +2009,19 @@ void R_RTLight_Compile(rtlight_t *rtlight) for (mesh = castmesh;mesh;mesh = mesh->next) { 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, rtlight->shadoworigin, r_shadow_projectdistance.value))) + R_Shadow_PrepareShadowMark(mesh->numtriangles); + for (i = 0;i < mesh->numtriangles;i++) + { + const float *v[3]; + v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3; + v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3; + v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3; + if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = i; + } + if (maxshadowelements < numshadowmark * 24) + R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24); + if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist))) Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); } Mem_Free(vertex3f); @@ -2156,34 +2131,6 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) if (r_shadow_staticworldlights.integer && rtlight->compiled) { R_Mesh_Matrix(&ent->matrix); - 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 = rtlight->static_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(rtlight->static_meshchain_shadow); } else @@ -2214,29 +2161,6 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); shadowmesh_t *mesh; R_Mesh_Matrix(&ent->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 = rtlight->static_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 = rtlight->static_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, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture); @@ -2276,7 +2200,7 @@ void R_ShadowVolumeLighting(int visiblevolumes) if (visiblevolumes) { memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); @@ -2307,7 +2231,7 @@ void R_ShadowVolumeLighting(int visiblevolumes) if (visiblevolumes) { qglEnable(GL_CULL_FACE); - GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); } else R_Shadow_Stage_End(); @@ -2420,7 +2344,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) for (j = 0;j < 3;j++) for (i = 0;i < 6;i++) Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); - Con_Printf(" and was unable to find any of them.\n"); + Con_Print(" and was unable to find any of them.\n"); } return cubemaptexture; } @@ -2451,7 +2375,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra if (radius < 15 || DotProduct(color, color) < 0.03) { - Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n"); + Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n"); return; } @@ -2576,7 +2500,7 @@ void R_Shadow_LoadWorldLights(void) float origin[3], radius, color[3], angles[3], corona; if (cl.worldmodel == NULL) { - Con_Printf("No map loaded.\n"); + Con_Print("No map loaded.\n"); return; } FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); @@ -2588,6 +2512,22 @@ void R_Shadow_LoadWorldLights(void) n = 0; while (*s) { + t = s; + /* + shadow = true; + for (;COM_Parse(t, true) && strcmp( + if (COM_Parse(t, true)) + { + if (com_token[0] == '!') + { + shadow = false; + origin[0] = atof(com_token+1); + } + else + origin[0] = atof(com_token); + if (Com_Parse(t + } + */ t = s; while (*s && *s != '\n') s++; @@ -2601,12 +2541,12 @@ void R_Shadow_LoadWorldLights(void) shadow = false; t++; } - a = sscanf(t, "%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]); + a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]); if (a < 13) VectorClear(angles); if (a < 10) corona = 0; - if (a < 9) + if (a < 9 || !strcmp(cubemapname, "\"\"")) cubemapname[0] = 0; *s = '\n'; if (a < 8) @@ -2637,7 +2577,7 @@ void R_Shadow_SaveWorldLights(void) return; if (cl.worldmodel == NULL) { - Con_Printf("No map loaded.\n"); + Con_Print("No map loaded.\n"); return; } FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); @@ -2646,7 +2586,7 @@ void R_Shadow_SaveWorldLights(void) buf = NULL; for (light = r_shadow_worldlightchain;light;light = light->next) { - sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "", light->corona, light->angles[0], light->angles[1], light->angles[2]); + sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]); if (bufchars + (int) strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; @@ -2678,7 +2618,7 @@ void R_Shadow_LoadLightsFile(void) float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; if (cl.worldmodel == NULL) { - Con_Printf("No map loaded.\n"); + Con_Print("No map loaded.\n"); return; } FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); @@ -2718,14 +2658,14 @@ void R_Shadow_LoadLightsFile(void) void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { - int entnum, style, islight, skin, pflags; + int entnum, style, islight, skin, pflags, effects; char key[256], value[1024]; float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3]; const char *data; if (cl.worldmodel == NULL) { - Con_Printf("No map loaded.\n"); + Con_Print("No map loaded.\n"); return; } data = cl.worldmodel->brush.entities; @@ -2744,6 +2684,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) style = 0; skin = 0; pflags = 0; + effects = 0; islight = false; while (1) { @@ -2857,6 +2798,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) skin = (int)atof(value); else if (!strcmp("pflags", key)) pflags = (int)atof(value); + else if (!strcmp("effects", key)) + effects = (int)atof(value); } if (light <= 0 && islight) light = 300; @@ -2864,14 +2807,22 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) lightscale = 1; if (fadescale <= 0) fadescale = 1; + if (gamemode == GAME_TENEBRAE) + { + if (effects & EF_NODRAW) + { + pflags |= PFLAGS_FULLDYNAMIC; + effects &= ~EF_NODRAW; + } + } radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576); light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f); if (color[0] == 1 && color[1] == 1 && color[2] == 1) VectorCopy(overridecolor, color); VectorScale(color, light, color); VectorAdd(origin, originhack, origin); - if (radius >= 15) - R_Shadow_NewWorldLight(origin, angles, color, radius, !!(pflags & 2), style, !(pflags & 1), skin >= 16 ? va("cubemaps/%i", skin) : NULL); + if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC)) + R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL); } } @@ -2942,12 +2893,12 @@ void R_Shadow_EditLights_Spawn_f(void) vec3_t color; if (!r_editlights.integer) { - Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (Cmd_Argc() != 1) { - Con_Printf("r_editlights_spawn does not take parameters\n"); + Con_Print("r_editlights_spawn does not take parameters\n"); return; } color[0] = color[1] = color[2] = 1; @@ -2962,12 +2913,12 @@ void R_Shadow_EditLights_Edit_f(void) char cubemapname[1024]; if (!r_editlights.integer) { - Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { - Con_Printf("No selected light.\n"); + Con_Print("No selected light.\n"); return; } VectorCopy(r_shadow_selectedlight->origin, origin); @@ -3057,7 +3008,7 @@ void R_Shadow_EditLights_Edit_f(void) } origin[2] += atof(Cmd_Argv(2)); } - if (!strcmp(Cmd_Argv(1), "angles")) + else if (!strcmp(Cmd_Argv(1), "angles")) { if (Cmd_Argc() != 5) { @@ -3115,7 +3066,7 @@ void R_Shadow_EditLights_Edit_f(void) } radius = atof(Cmd_Argv(2)); } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style")) + else if (!strcmp(Cmd_Argv(1), "style")) { if (Cmd_Argc() != 3) { @@ -3124,7 +3075,7 @@ void R_Shadow_EditLights_Edit_f(void) } style = atoi(Cmd_Argv(2)); } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap")) + else if (!strcmp(Cmd_Argv(1), "cubemap")) { if (Cmd_Argc() > 3) { @@ -3136,7 +3087,7 @@ void R_Shadow_EditLights_Edit_f(void) else cubemapname[0] = 0; } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows")) + else if (!strcmp(Cmd_Argv(1), "shadows")) { if (Cmd_Argc() != 3) { @@ -3156,8 +3107,8 @@ void R_Shadow_EditLights_Edit_f(void) } else { - Con_Printf("usage: r_editlights_edit [property] [value]\n"); - Con_Printf("Selected light's properties:\n"); + Con_Print("usage: r_editlights_edit [property] [value]\n"); + Con_Print("Selected light's properties:\n"); Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); @@ -3197,12 +3148,12 @@ void R_Shadow_EditLights_ToggleShadow_f(void) { if (!r_editlights.integer) { - Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { - Con_Printf("No selected light.\n"); + Con_Print("No selected light.\n"); return; } R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname); @@ -3214,12 +3165,12 @@ void R_Shadow_EditLights_ToggleCorona_f(void) { if (!r_editlights.integer) { - Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { - Con_Printf("No selected light.\n"); + Con_Print("No selected light.\n"); return; } R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname); @@ -3231,12 +3182,12 @@ void R_Shadow_EditLights_Remove_f(void) { if (!r_editlights.integer) { - Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { - Con_Printf("No selected light.\n"); + Con_Print("No selected light.\n"); return; } R_Shadow_FreeWorldLight(r_shadow_selectedlight); @@ -3245,7 +3196,7 @@ void R_Shadow_EditLights_Remove_f(void) void R_Shadow_EditLights_Help_f(void) { - Con_Printf( + Con_Print( "Documentation on r_editlights system:\n" "Settings:\n" "r_editlights : enable/disable editing mode\n"