X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=f5cbf9fa2b90655b3b7f25eacb23a50c7afbabdc;hb=e40a37e7e99114e259dffe2e36416f0c238a6b40;hp=6bc9c8b9b0ac4320d13229d98cbdcafc764c688d;hpb=ba08e57c9d659bbe646cee4692b58db8598c985f;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 6bc9c8b9..f5cbf9fa 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -154,11 +154,7 @@ rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_normalcubetexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; -rtexture_t *r_shadow_blankbumptexture; -rtexture_t *r_shadow_blankglosstexture; -rtexture_t *r_shadow_blankwhitetexture; rtexture_t *r_shadow_blankwhitecubetexture; -rtexture_t *r_shadow_blankblacktexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -277,15 +273,15 @@ const char *builtinshader_light_vert = " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" " // transform unnormalized eye direction into tangent space\n" " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" +" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" @@ -394,11 +390,7 @@ void r_shadow_start(void) r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankbumptexture = NULL; - r_shadow_blankglosstexture = NULL; - r_shadow_blankwhitetexture = NULL; r_shadow_blankwhitecubetexture = NULL; - r_shadow_blankblacktexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); @@ -503,11 +495,7 @@ void r_shadow_shutdown(void) r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; - r_shadow_blankbumptexture = NULL; - r_shadow_blankglosstexture = NULL; - r_shadow_blankwhitetexture = NULL; r_shadow_blankwhitecubetexture = NULL; - r_shadow_blankblacktexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; @@ -738,10 +726,10 @@ void R_Shadow_PrepareShadowMark(int numtris) 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, vr[3], t, outvertices = 0; - float f, temp[3]; - const int *e, *n; - const float *v; + int i, j; + int outtriangles = 0, outvertices = 0; + const int *element; + const float *vertex; if (maxvertexupdate < innumvertices) { @@ -767,22 +755,22 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) { - t = shadowmarktris[i]; - e = inelement3i + t * 3; + element = inelement3i + shadowmarktris[i] * 3; // make sure the vertices are created for (j = 0;j < 3;j++) { - if (vertexupdate[e[j]] != vertexupdatenum) + if (vertexupdate[element[j]] != vertexupdatenum) { - vertexupdate[e[j]] = vertexupdatenum; - vertexremap[e[j]] = outvertices; - v = invertex3f + e[j] * 3; + float ratio, direction[3]; + vertexupdate[element[j]] = vertexupdatenum; + vertexremap[element[j]] = outvertices; + vertex = invertex3f + element[j] * 3; // project one copy of the vertex to the sphere radius of the light // (FIXME: would projecting it to the light box be better?) - VectorSubtract(v, projectorigin, temp); - f = projectdistance / VectorLength(temp); - VectorCopy(v, outvertex3f); - VectorMA(projectorigin, f, temp, (outvertex3f + 3)); + VectorSubtract(vertex, projectorigin, direction); + ratio = projectdistance / VectorLength(direction); + VectorCopy(vertex, outvertex3f); + VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); outvertex3f += 6; outvertices += 2; } @@ -791,62 +779,70 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * for (i = 0;i < numshadowmarktris;i++) { - t = shadowmarktris[i]; - e = inelement3i + t * 3; - n = inneighbor3i + t * 3; + int remappedelement[3]; + int markindex; + const int *neighbortriangle; + + markindex = shadowmarktris[i] * 3; + element = inelement3i + markindex; + neighbortriangle = inneighbor3i + markindex; // 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[0] = vertexremap[element[0]]; + outelement3i[1] = vertexremap[element[1]]; + outelement3i[2] = vertexremap[element[2]]; + outelement3i[3] = vertexremap[element[2]] + 1; + outelement3i[4] = vertexremap[element[1]] + 1; + outelement3i[5] = vertexremap[element[0]] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; // output the sides (facing outward from this triangle) - if (shadowmark[n[0]] != shadowmarkcount) + if (shadowmark[neighbortriangle[0]] != shadowmarkcount) { - 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; + remappedelement[0] = vertexremap[element[0]]; + remappedelement[1] = vertexremap[element[1]]; + outelement3i[0] = remappedelement[1]; + outelement3i[1] = remappedelement[0]; + outelement3i[2] = remappedelement[0] + 1; + outelement3i[3] = remappedelement[1]; + outelement3i[4] = remappedelement[0] + 1; + outelement3i[5] = remappedelement[1] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } - if (shadowmark[n[1]] != shadowmarkcount) + if (shadowmark[neighbortriangle[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; + remappedelement[1] = vertexremap[element[1]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[2]; + outelement3i[1] = remappedelement[1]; + outelement3i[2] = remappedelement[1] + 1; + outelement3i[3] = remappedelement[2]; + outelement3i[4] = remappedelement[1] + 1; + outelement3i[5] = remappedelement[2] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } - if (shadowmark[n[2]] != shadowmarkcount) + if (shadowmark[neighbortriangle[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; + remappedelement[0] = vertexremap[element[0]]; + remappedelement[2] = vertexremap[element[2]]; + outelement3i[0] = remappedelement[0]; + outelement3i[1] = remappedelement[2]; + outelement3i[2] = remappedelement[2] + 1; + outelement3i[3] = remappedelement[0]; + outelement3i[4] = remappedelement[2] + 1; + outelement3i[5] = remappedelement[0] + 1; + outelement3i += 6; - tris += 2; + outtriangles += 2; } } if (outnumvertices) *outnumvertices = outvertices; - return tris; + return outtriangles; } void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) @@ -921,14 +917,14 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte // 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); + R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; // 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(numvertices, numtriangles, element3i); + R_Mesh_Draw(0, numvertices, numtriangles, element3i); c_rt_shadowmeshes++; c_rt_shadowtris += numtriangles; GL_LockArrays(0, 0); @@ -947,26 +943,6 @@ static void R_Shadow_MakeTextures(void) #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4))); - data[0] = 128; // normal X - data[1] = 128; // normal Y - data[2] = 255; // normal Z - data[3] = 128; // height - r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 255; - data[1] = 255; - data[2] = 255; - data[3] = 255; - r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 255; - data[1] = 255; - data[2] = 255; - data[3] = 255; - r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - data[0] = 0; - data[1] = 0; - data[2] = 0; - data[3] = 255; - r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); r_shadow_blankwhitecubetexture = NULL; r_shadow_normalcubetexture = NULL; if (gl_texturecubemap) @@ -1576,7 +1552,7 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -void R_Shadow_RenderLighting(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, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale) +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale) { int renders; float color[3], color2[3], colorscale; @@ -1585,18 +1561,18 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_DepthMask(false); GL_DepthTest(true); if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; + bumptexture = r_texture_blanknormalmap; specularscale *= r_shadow_glossintensity.value; if (!glosstexture) { if (r_shadow_gloss.integer >= 2) { - glosstexture = r_shadow_blankglosstexture; + glosstexture = r_texture_white; specularscale *= r_shadow_gloss2intensity.value; } else { - glosstexture = r_shadow_blankblacktexture; + glosstexture = r_texture_black; specularscale = 0; } } @@ -1621,7 +1597,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.tex[2] = R_GetTexture(glosstexture); m.texcubemap[3] = R_GetTexture(lightcubemap); // TODO: support fog (after renderer is converted to texture fog) - m.tex[4] = R_GetTexture(r_shadow_blankwhitetexture); + m.tex[4] = R_GetTexture(r_texture_white); m.texmatrix[3] = *matrix_modeltolight; R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); @@ -1665,8 +1641,8 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR } CHECKGLERROR - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -1679,9 +1655,9 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; + bumptexture = r_texture_blanknormalmap; if (!glosstexture) - glosstexture = r_shadow_blankglosstexture; + glosstexture = r_texture_white; if (ambientscale) { GL_Color(1,1,1,1); @@ -1704,7 +1680,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; @@ -1714,7 +1690,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[2] = *matrix_modeltolight; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1729,7 +1705,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; @@ -1746,7 +1722,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1754,7 +1730,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; @@ -1766,7 +1742,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[3] = *matrix_modeltolight; #else m.pointer_texcoord3f[3] = varray_texcoord3f[3]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_ONE, GL_ONE); @@ -1782,7 +1758,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1790,7 +1766,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; @@ -1807,7 +1783,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -1815,13 +1791,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1838,7 +1814,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1847,11 +1823,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); VectorScale(lightcolor, colorscale, color2); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -1879,20 +1855,20 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1909,7 +1885,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1925,13 +1901,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1944,11 +1920,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1965,7 +1941,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1981,12 +1957,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2001,7 +1977,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2016,14 +1992,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX m.pointer_texcoord3f[2] = vertex3f; m.texmatrix[2] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2031,13 +2007,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[3] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[3] = varray_texcoord2f[3]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2054,7 +2030,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2070,7 +2046,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2078,13 +2054,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2097,11 +2073,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin); R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2118,7 +2094,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2127,17 +2103,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); VectorScale(lightcolor, colorscale, color2); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } GL_LockArrays(0, 0); } - if (specularscale && glosstexture != r_shadow_blankblacktexture) + if (specularscale && glosstexture != r_texture_black) { // FIXME: detect blendsquare! //if (gl_support_blendsquare) @@ -2154,13 +2130,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2168,17 +2144,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2191,12 +2167,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2213,7 +2189,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2228,13 +2204,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2242,17 +2218,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2267,7 +2243,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2281,13 +2257,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin); R_Mesh_State(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2295,17 +2271,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); @@ -2318,7 +2294,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[0] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); #ifdef USETEXMATRIX @@ -2326,12 +2302,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif R_Mesh_State(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2348,7 +2324,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltolight; #else m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight); #endif } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2356,11 +2332,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); VectorScale(lightcolor, colorscale, color2); - GL_LockArrays(0, numverts); + GL_LockArrays(firstvertex, numvertices); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -2387,7 +2363,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif if (r_textureunits.integer >= 3) { @@ -2398,7 +2374,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[2] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif } } @@ -2415,11 +2391,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements if (r_textureunits.integer >= 3) GL_Color(color[0], color[1], color[2], 1); else if (r_textureunits.integer >= 2) - R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight); + R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight); else - R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2443,7 +2419,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[1] = *matrix_modeltoattenuationxyz; #else m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz); #endif if (r_textureunits.integer >= 3) { @@ -2454,7 +2430,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.texmatrix[2] = *matrix_modeltoattenuationz; #else m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz); + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz); #endif } } @@ -2465,13 +2441,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); if (r_textureunits.integer >= 3) - R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight); + R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight); else if (r_textureunits.integer >= 2) - R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); + R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight); else - R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); - GL_LockArrays(0, numverts); - R_Mesh_Draw(numverts, numtriangles, elements); + R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight); + GL_LockArrays(firstvertex, numvertices); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements); GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -2761,14 +2737,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) // 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); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; // 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); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i); c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; GL_LockArrays(0, 0); @@ -2828,7 +2804,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { R_Mesh_Matrix(&ent->matrix); for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); + R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); } else ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);