]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Remove shadowvolume rendering entirely, now shadowmaps are the only kind of shadow.
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 2 May 2018 07:00:12 +0000 (07:00 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 2 May 2018 07:00:12 +0000 (07:00 +0000)
Also remove R_SetStencilSeparate and corresponding gl bindings since it isn't needed (R_SetStencil could also be removed but it might have uses).

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12414 d7cf8633-e32d-0410-b094-e92efae38249

19 files changed:
cl_screen.c
client.h
collision.c
gl_backend.c
gl_backend.h
gl_rmain.c
gl_rsurf.c
glquake.h
model_alias.c
model_brush.c
model_shared.c
model_shared.h
model_sprite.c
r_shadow.c
r_shadow.h
render.h
vid.h
vid_sdl.c
vid_shared.c

index 71a74c08d1d0db1c1d1df7e41e5f5295cf48e1d2..9507b9096cbcd55ab44e8d47d1a9caea93c30179 100644 (file)
@@ -2058,11 +2058,8 @@ void R_ClearScreen(qboolean fogcolor)
                VectorCopy(r_refdef.fogcolor, clearcolor);
        }
        // clear depth is 1.0
-       // LordHavoc: we use a stencil centered around 128 instead of 0,
-       // to avoid clamping interfering with strange shadow volume
-       // drawing orders
        // clear the screen
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0), clearcolor, 1.0f, 128);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0), clearcolor, 1.0f, 0);
 }
 
 int r_stereo_side;
index 67013ddf6f11736a922407c398f9cfa78decf998..1b2c71122b179e4b15808ebb1b62d6d2e027f22f 100644 (file)
--- a/client.h
+++ b/client.h
@@ -271,8 +271,6 @@ rtlight_particle_t;
 
 typedef struct rtlight_s
 {
-       // shadow volumes are done entirely in model space, so there are no matrices for dealing with them...  they just use the origin
-
        // note that the world to light matrices are inversely scaled (divided) by lightradius
 
        // core properties
@@ -304,7 +302,7 @@ typedef struct rtlight_s
        int flags;
 
        // generated properties
-       /// used only for shadow volumes
+       /// used only for casting shadows
        vec3_t shadoworigin;
        /// culling
        vec3_t cullmins;
@@ -360,9 +358,7 @@ typedef struct rtlight_s
        int shadowmapatlasposition[2];
        /// size of one side of this light in the shadowmap atlas (for omnidirectional shadowmaps this is the min corner of a 2x3 arrangement, or a 4x3 arrangement in the case of noselfshadow entities being present)
        int shadowmapatlassidesize;
-       /// premade shadow volumes to render for world entity
-       shadowmesh_t *static_meshchain_shadow_zpass;
-       shadowmesh_t *static_meshchain_shadow_zfail;
+       /// optimized and culled mesh to render for world entity shadows
        shadowmesh_t *static_meshchain_shadow_shadowmap;
        /// used for visibility testing (more exact than bbox)
        int static_numleafs;
@@ -1999,8 +1995,6 @@ typedef struct r_refdef_s
        // whether to draw world lights realtime, dlights realtime, and their shadows
        float polygonfactor;
        float polygonoffset;
-       float shadowpolygonfactor;
-       float shadowpolygonoffset;
 
        // how long R_RenderView took on the previous frame
        double lastdrawscreentime;
index e6621710f0668729be2821f425f13064d447a04d..1eee2c2ba3a735b42117be8b01f91b09793fdffa 100644 (file)
@@ -16,7 +16,6 @@ cvar_t collision_extendtraceboxlength = {0, "collision_extendtraceboxlength", "1
 cvar_t collision_extendtracelinelength = {0, "collision_extendtracelinelength", "1", "internal bias for traceline() qc builtin to account for collision_impactnudge (this does not alter the final trace length)"};
 cvar_t collision_debug_tracelineasbox = {0, "collision_debug_tracelineasbox", "0", "workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat"};
 cvar_t collision_cache = {0, "collision_cache", "1", "store results of collision traces for next frame to reuse if possible (optimization)"};
-//cvar_t collision_triangle_neighborsides = {0, "collision_triangle_neighborsides", "1", "override automatic side generation if triangle has neighbors with face planes that form a convex edge (perfect solution, but can not work for all edges)"};
 cvar_t collision_triangle_bevelsides = {0, "collision_triangle_bevelsides", "0", "generate sloped edge planes on triangles - if 0, see axialedgeplanes"};
 cvar_t collision_triangle_axialsides = {0, "collision_triangle_axialsides", "1", "generate axially-aligned edge planes on triangles - otherwise use perpendicular edge planes"};
 cvar_t collision_bih_fullrecursion = { 0, "collision_bih_fullrecursion", "0", "debugging option to disable the bih recursion optimizations by iterating the entire tree" };
@@ -31,7 +30,6 @@ void Collision_Init (void)
        Cvar_RegisterVariable(&collision_extendtraceboxlength);
        Cvar_RegisterVariable(&collision_debug_tracelineasbox);
        Cvar_RegisterVariable(&collision_cache);
-//     Cvar_RegisterVariable(&collision_triangle_neighborsides);
        Cvar_RegisterVariable(&collision_triangle_bevelsides);
        Cvar_RegisterVariable(&collision_triangle_axialsides);
        Cvar_RegisterVariable(&collision_bih_fullrecursion);
index afaf8b08f503df80143e8d0fb3643e054170cf8a..4b93ba7a4c7d6a06f6ee5ae1f154583299d8c6f5 100644 (file)
@@ -1432,47 +1432,6 @@ void GL_DepthRange(float nearfrac, float farfrac)
        }
 }
 
-void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
-{
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               CHECKGLERROR
-               if (enable)
-               {
-                       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               }
-               else
-               {
-                       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-               }
-               if (vid.support.ati_separate_stencil)
-               {
-                       qglStencilMask(writemask);CHECKGLERROR
-                       qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
-                       qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
-                       qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
-                       qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
-               }
-               else if (vid.support.ext_stencil_two_side)
-               {
-#if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
-                       qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-                       qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
-                       qglStencilMask(writemask);CHECKGLERROR
-                       qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
-                       qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
-                       qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
-                       qglStencilMask(writemask);CHECKGLERROR
-                       qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
-                       qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
-#endif
-               }
-               break;
-       }
-}
-
 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
 {
        switch (vid.renderpath)
@@ -1488,12 +1447,6 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
                {
                        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
                }
-               if (vid.support.ext_stencil_two_side)
-               {
-#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
-                       qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-#endif
-               }
                qglStencilMask(writemask);CHECKGLERROR
                qglStencilOp(fail, zfail, zpass);CHECKGLERROR
                qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
index 609537400867d8cc38c34de41894454a7dea5c2c..f4324cd298dbe14ba56152212fe9fcfa86616b90 100644 (file)
@@ -40,7 +40,6 @@ void GL_DepthMask(int state);
 void GL_DepthTest(int state);
 void GL_DepthFunc(int state);
 void GL_DepthRange(float nearfrac, float farfrac);
-void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask);
 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask);
 void GL_PolygonOffset(float planeoffset, float depthoffset);
 void GL_CullFace(int state);
index b32206dcb2aa1e5a3837f5d7996788cc21f0266e..08dcf6e7f8dff1d16770f4b933b4de8f34892507 100644 (file)
@@ -92,7 +92,6 @@ cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as differen
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
-cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
@@ -3270,7 +3269,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_showtris);
        Cvar_RegisterVariable(&r_shownormals);
        Cvar_RegisterVariable(&r_showlighting);
-       Cvar_RegisterVariable(&r_showshadowvolumes);
        Cvar_RegisterVariable(&r_showcollisionbrushes);
        Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
        Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
@@ -3473,7 +3471,7 @@ void GL_Init (void)
 #endif
 
        // clear to black (loading plaque will be seen over this)
-       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
 }
 #endif
 
@@ -4605,7 +4603,6 @@ void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rt
        R_EntityMatrix(&identitymatrix);
        R_Mesh_ResetTextureState();
        GL_PolygonOffset(0, 0);
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -4638,7 +4635,6 @@ void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_
        R_EntityMatrix(&identitymatrix);
        R_Mesh_ResetTextureState();
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -5307,7 +5303,7 @@ static void R_Bloom_MakeTexture(void)
                x *= 2;
                r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
                if(x <= 2)
-                       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+                       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
                GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
                GL_Color(1,1,1,1); // no fix factor supported here
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
@@ -5610,8 +5606,6 @@ void R_UpdateVariables(void)
                Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
        r_refdef.polygonfactor = 0;
        r_refdef.polygonoffset = 0;
-       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
-       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
 
        r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
        r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
@@ -6045,16 +6039,6 @@ void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewco
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
-       {
-               R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
-               R_Shadow_DrawModelShadows();
-               R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
-               // don't let sound skip if going slow
-               if (r_refdef.scene.extraupdate)
-                       S_ExtraUpdate ();
-       }
-
        if (!r_shadow_usingdeferredprepass)
        {
                R_Shadow_DrawLights();
@@ -6066,16 +6050,6 @@ void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewco
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
-       {
-               R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
-               R_Shadow_DrawModelShadows();
-               R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
-               // don't let sound skip if going slow
-               if (r_refdef.scene.extraupdate)
-                       S_ExtraUpdate ();
-       }
-
        if (cl.csqc_vidvars.drawworld)
        {
                if (cl_decals_newsystem.integer)
index 3051aa0bf96ceedd9cac4ad1bd1bc3e9c1797ede..42250c5a2ec4368161f2c4c1890467b28cb4ece5 100644 (file)
@@ -1300,80 +1300,6 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
 }
 
-void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
-{
-       dp_model_t *model = ent->model;
-       msurface_t *surface;
-       int surfacelistindex;
-       float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       // if triangle neighbors are disabled, shadowvolumes are disabled
-       if (!model->brush.shadowmesh->neighbor3i)
-               return;
-       r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-       R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               surface = model->data_surfaces + surfacelist[surfacelistindex];
-               if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
-                       continue;
-               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
-       }
-       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
-       r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
-}
-
-extern cvar_t r_polygonoffset_submodel_factor;
-extern cvar_t r_polygonoffset_submodel_offset;
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
-{
-       dp_model_t *model = ent->model;
-       const msurface_t *surface;
-       int modelsurfacelistindex;
-       float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       // check the box in modelspace, it was already checked in worldspace
-       if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
-               return;
-       R_FrameData_SetMark();
-       if (ent->model->brush.submodel)
-               GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
-       if (model->brush.shadowmesh)
-       {
-               // if triangle neighbors are disabled, shadowvolumes are disabled
-               if (!model->brush.shadowmesh->neighbor3i)
-                       return;
-               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
-               {
-                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
-                               continue;
-                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
-               }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
-       }
-       else
-       {
-               // if triangle neighbors are disabled, shadowvolumes are disabled
-               if (!model->surfmesh.data_neighbor3i)
-                       return;
-               projectdistance = lightradius + model->radius*2;
-               R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
-               // identify lit faces within the bounding box
-               for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
-               {
-                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       rsurface.texture = R_GetCurrentTexture(surface->texture);
-                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
-                               continue;
-                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
-               }
-               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
-       }
-       if (ent->model->brush.submodel)
-               GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
-       R_FrameData_ReturnToMark();
-}
-
 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
 {
        dp_model_t *model = ent->model;
@@ -1388,7 +1314,7 @@ void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin,
        // exceeding the number of triangles in a single mesh) we have to make sure
        // that we make only a single mesh - so over-estimate the size of the mesh
        // to match the model.
-       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, model->surfmesh.num_vertices, model->surfmesh.num_triangles, NULL, NULL, NULL, false, false, true);
+       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, model->surfmesh.num_vertices, model->surfmesh.num_triangles, NULL, NULL, NULL, false, true);
        R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
@@ -1396,7 +1322,7 @@ void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin,
                sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
        }
        R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
-       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, true);
        r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
        for(i = 0;i<6;i++)
                if(!sidetotals[i])
@@ -1464,7 +1390,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
        // note: in practice this never actually receives batches
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(rtlight);
-       R_Shadow_RenderMode_Lighting(false, true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
+       R_Shadow_RenderMode_Lighting(true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
        R_Shadow_SetupEntityLight(ent);
        for (i = 0;i < numsurfaces;i = j)
        {
index 914162c6c4b470a9e34bd14483fc529da63b7f1d..646c3d364a7383480a8c10fe63d0eebf900c5142 100644 (file)
--- a/glquake.h
+++ b/glquake.h
@@ -439,21 +439,6 @@ extern void (GLAPIENTRY *qglCopyTexSubImage3D)(GLenum target, GLint level, GLint
 #define GL_CLAMP_TO_EDGE 0x812F
 #endif
 
-//GL_ATI_separate_stencil
-#ifndef GL_STENCIL_BACK_FUNC
-#define GL_STENCIL_BACK_FUNC              0x8800
-#define GL_STENCIL_BACK_FAIL              0x8801
-#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
-#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
-#endif
-extern void (GLAPIENTRY *qglStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum);
-extern void (GLAPIENTRY *qglStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint);
-
-//GL_EXT_stencil_two_side
-#define GL_STENCIL_TEST_TWO_SIDE_EXT      0x8910
-#define GL_ACTIVE_STENCIL_FACE_EXT        0x8911
-extern void (GLAPIENTRY *qglActiveStencilFaceEXT)(GLenum);
-
 //GL_EXT_blend_minmax
 #ifndef GL_FUNC_ADD
 #define GL_FUNC_ADD                   0x8006 // also supplied by GL_blend_subtract
index e6427044681c674cae7e72d771d46ac6b248bab1..3cd08becb8d67b24ccd3dd618a7b734a8ceb6ce9 100644 (file)
@@ -1012,8 +1012,6 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
@@ -1180,13 +1178,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
 // load the frames
        loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
        loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
-       }
        Mod_MDL_LoadFrames (startframes, numverts, vertremap);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_Alias_MorphMesh_CompileFrames();
 
@@ -1376,8 +1368,6 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
@@ -1419,17 +1409,13 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
        loadmodel->num_surfaces = 1;
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->sortedmodelsurfaces[0] = 0;
        loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
        loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]);
        loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       }
 
        loadmodel->synctype = ST_RAND;
 
@@ -1573,8 +1559,6 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
        Mem_Free(vertremap);
 
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_Alias_MorphMesh_CompileFrames();
        if(mod_alias_force_animated.string[0])
@@ -1643,8 +1627,6 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
@@ -1710,7 +1692,7 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
@@ -1719,10 +1701,6 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove?
        loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       }
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
        loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t);
        if (meshvertices <= 65536)
@@ -1774,8 +1752,6 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        if (loadmodel->surfmesh.data_element3s)
                for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
                        loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        Mod_Alias_MorphMesh_CompileFrames();
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_FreeSkinFiles(skinfiles);
@@ -1884,8 +1860,6 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
@@ -1983,17 +1957,13 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       }
        loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
@@ -2178,8 +2148,6 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Mod_BuildBaseBonePoses();
        Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        if(mod_alias_force_animated.string[0])
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
@@ -2269,8 +2237,6 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
@@ -2316,17 +2282,13 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
        // do most allocations as one merged chunk
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       }
        loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
@@ -2557,8 +2519,6 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
        Mod_BuildBaseBonePoses();
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        if(mod_alias_force_animated.string[0])
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
@@ -2623,8 +2583,6 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
@@ -2984,16 +2942,12 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
        // do most allocations as one merged chunk
-       size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0)  + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
+       size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
        data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size);
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       }
        loadmodel->surfmesh.data_vertex3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
        loadmodel->surfmesh.data_svector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
        loadmodel->surfmesh.data_tvector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
@@ -3236,8 +3190,6 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
        Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        if(mod_alias_force_animated.string[0])
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
@@ -3274,8 +3226,6 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        float biggestorigin;
        const unsigned int *inelements;
        int *outelements;
-       const int *inneighbors;
-       int *outneighbors;
        float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector, *outcolor;
        // this pointers into the file data are read only through Little* functions so they can be unaligned memory
        const float *vnormal = NULL;
@@ -3457,8 +3407,6 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
@@ -3481,17 +3429,13 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        meshtriangles = header.num_triangles;
 
        // do most allocations as one merged chunk
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       }
        loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
@@ -3847,21 +3791,6 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        }
        Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, header.num_vertexes, __FILE__, __LINE__);
 
-       if (header.ofs_neighbors && loadmodel->surfmesh.data_neighbor3i)
-       {
-               // this unaligned memory access is safe (LittleLong reads as bytes)
-               inneighbors = (const int *)(pbase + header.ofs_neighbors);
-               outneighbors = loadmodel->surfmesh.data_neighbor3i;
-               for (i = 0;i < (int)header.num_triangles;i++)
-               {
-                       outneighbors[0] = LittleLong(inneighbors[0]);
-                       outneighbors[1] = LittleLong(inneighbors[1]);
-                       outneighbors[2] = LittleLong(inneighbors[2]);
-                       outneighbors += 3;
-                       inneighbors += 3;
-               }
-       }
-
        // load vertex data
        // this unaligned memory access is safe (LittleFloat reads as bytes)
        outvertex = loadmodel->surfmesh.data_vertex3f;
@@ -4004,8 +3933,6 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
        if (!vnormal || !vtangent)
                Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (!header.ofs_neighbors && loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        if (!header.ofs_bounds)
                Mod_Alias_CalculateBoundingBox();
 
index c355b1a2859bbf4ddafc8645a0bfeebf39010983..0cd1e1911d26626fcecc055772fee21065b4275d 100644 (file)
@@ -2587,7 +2587,7 @@ static void Mod_Q1BSP_LoadFaces(sizebuf_t *sb)
                totaltris += numedges - 2;
        }
 
-       Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false, false);
+       Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false);
 
        lightmaptexture = NULL;
        deluxemaptexture = r_texture_blanknormalmap;
@@ -3866,13 +3866,11 @@ static int Mod_Q1BSP_CreateShadowMesh(dp_model_t *mod)
                surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
                numshadowmeshtriangles += surface->num_triangles;
        }
-       mod->brush.shadowmesh = Mod_ShadowMesh_Begin(mod->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
+       mod->brush.shadowmesh = Mod_ShadowMesh_Begin(mod->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, true);
        for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
                if (surface->num_triangles > 0)
                        Mod_ShadowMesh_AddMesh(mod->mempool, mod->brush.shadowmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
-       mod->brush.shadowmesh = Mod_ShadowMesh_Finish(mod->mempool, mod->brush.shadowmesh, false, r_enableshadowvolumes.integer != 0, false);
-       if (mod->brush.shadowmesh && mod->brush.shadowmesh->neighbor3i)
-               Mod_BuildTriangleNeighbors(mod->brush.shadowmesh->neighbor3i, mod->brush.shadowmesh->element3i, mod->brush.shadowmesh->numtriangles);
+       mod->brush.shadowmesh = Mod_ShadowMesh_Finish(mod->mempool, mod->brush.shadowmesh, false, false);
 
        return numshadowmeshtriangles;
 }
@@ -3986,8 +3984,6 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        mod->DrawLight = R_Q1BSP_DrawLight;
 
 // load into heap
@@ -4969,8 +4965,6 @@ static void Mod_Q2BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        mod->DrawLight = R_Q1BSP_DrawLight;
 
 // load into heap
@@ -5938,7 +5932,6 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, collisionvertices, collisiontriangles, numvertices, numtriangles, cxtess, cytess;
        float lightmaptcbase[2], lightmaptcscale[2];
        //int *originalelement3i;
-       //int *originalneighbor3i;
        float *originalvertex3f;
        //float *originalsvector3f;
        //float *originaltvector3f;
@@ -6158,7 +6151,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        i = oldi;
        in = oldin;
        out = oldout;
-       Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false);
+       Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true);
        if (collisiontriangles)
        {
                loadmodel->brush.data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3]));
@@ -7925,8 +7918,6 @@ static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        mod->DrawLight = R_Q1BSP_DrawLight;
 
        mod_base = (unsigned char *)header;
@@ -8246,8 +8237,6 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
 
        skinfiles = Mod_LoadSkinFiles();
@@ -8583,14 +8572,12 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        // allocate storage for final mesh data
        loadmodel->num_textures = numtextures * loadmodel->numskins;
        loadmodel->num_texturesperskin = numtextures;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? numtriangles * sizeof(int[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
        loadmodel->brush.submodels = (dp_model_t **)data;data += loadmodel->brush.numsubmodels * sizeof(dp_model_t *);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = numvertices;
        loadmodel->surfmesh.num_triangles = numtriangles;
-       if (r_enableshadowvolumes.integer)
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += numtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_vertex3f = (float *)data;data += numvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_svector3f = (float *)data;data += numvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_tvector3f = (float *)data;data += numvertices * sizeof(float[3]);
@@ -8636,8 +8623,6 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        if (!VectorLength2(loadmodel->surfmesh.data_normal3f))
                Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
 
        // if this is a worldmodel and has no BSP tree, create a fake one for the purpose
        loadmodel->brush.num_visleafs = 1;
index c4a716a72fc8c2b8d873e91573d3562f80857549..0ebf4baaeb9839a8ecee0431cc70ec2759498d35 100644 (file)
@@ -27,7 +27,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "r_shadow.h"
 #include "polygon.h"
 
-cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
@@ -162,7 +161,6 @@ void Mod_Init (void)
        Mod_AliasInit();
        Mod_SpriteInit();
 
-       Cvar_RegisterVariable(&r_enableshadowvolumes);
        Cvar_RegisterVariable(&r_mipskins);
        Cvar_RegisterVariable(&r_mipnormalmaps);
        Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
@@ -703,119 +701,6 @@ int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements,
        return count;
 }
 
-#if 1
-// fast way, using an edge hash
-#define TRIANGLEEDGEHASH 8192
-void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
-{
-       int i, j, p, e1, e2, *n, hashindex, count, match;
-       const int *e;
-       typedef struct edgehashentry_s
-       {
-               struct edgehashentry_s *next;
-               int triangle;
-               int element[2];
-       }
-       edgehashentry_t;
-       static edgehashentry_t **edgehash;
-       edgehashentry_t *edgehashentries, *hash;
-       if (!numtriangles)
-               return;
-       edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
-       // if there are too many triangles for the stack array, allocate larger buffer
-       edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
-       // find neighboring triangles
-       for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
-       {
-               for (j = 0, p = 2;j < 3;p = j, j++)
-               {
-                       e1 = e[p];
-                       e2 = e[j];
-                       // this hash index works for both forward and backward edges
-                       hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
-                       hash = edgehashentries + i * 3 + j;
-                       hash->next = edgehash[hashindex];
-                       edgehash[hashindex] = hash;
-                       hash->triangle = i;
-                       hash->element[0] = e1;
-                       hash->element[1] = e2;
-               }
-       }
-       for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
-       {
-               for (j = 0, p = 2;j < 3;p = j, j++)
-               {
-                       e1 = e[p];
-                       e2 = e[j];
-                       // this hash index works for both forward and backward edges
-                       hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
-                       count = 0;
-                       match = -1;
-                       for (hash = edgehash[hashindex];hash;hash = hash->next)
-                       {
-                               if (hash->element[0] == e2 && hash->element[1] == e1)
-                               {
-                                       if (hash->triangle != i)
-                                               match = hash->triangle;
-                                       count++;
-                               }
-                               else if ((hash->element[0] == e1 && hash->element[1] == e2))
-                                       count++;
-                       }
-                       // detect edges shared by three triangles and make them seams
-                       if (count > 2)
-                               match = -1;
-                       n[p] = match;
-               }
-
-               // also send a keepalive here (this can take a while too!)
-               CL_KeepaliveMessage(false);
-       }
-       // free the allocated buffer
-       Mem_Free(edgehashentries);
-       Mem_Free(edgehash);
-}
-#else
-// very slow but simple way
-static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
-{
-       int i, match, count;
-       count = 0;
-       match = -1;
-       for (i = 0;i < numtriangles;i++, elements += 3)
-       {
-                    if ((elements[0] == start && elements[1] == end)
-                     || (elements[1] == start && elements[2] == end)
-                     || (elements[2] == start && elements[0] == end))
-               {
-                       if (i != ignore)
-                               match = i;
-                       count++;
-               }
-               else if ((elements[1] == start && elements[0] == end)
-                     || (elements[2] == start && elements[1] == end)
-                     || (elements[0] == start && elements[2] == end))
-                       count++;
-       }
-       // detect edges shared by three triangles and make them seams
-       if (count > 2)
-               match = -1;
-       return match;
-}
-
-void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
-{
-       int i, *n;
-       const int *e;
-       for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
-       {
-               n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
-               n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
-               n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
-       }
-}
-#endif
-
 qboolean Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline)
 {
        int first = firstvertex, last = first + numvertices - 1, numelements = numtriangles * 3;
@@ -1051,10 +936,10 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu
        }
 }
 
-void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors)
 {
        unsigned char *data;
-       data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
+       data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
        loadmodel->surfmesh.num_vertices = numvertices;
        loadmodel->surfmesh.num_triangles = numtriangles;
        if (loadmodel->surfmesh.num_vertices)
@@ -1073,14 +958,12 @@ void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qb
        if (loadmodel->surfmesh.num_triangles)
        {
                loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
-               if (neighbors)
-                       loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
                if (loadmodel->surfmesh.num_vertices <= 65536)
                        loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
        }
 }
 
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable)
 {
        shadowmesh_t *newmesh;
        unsigned char *data;
@@ -1092,8 +975,6 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        size += maxtriangles * sizeof(int[3]);
        if (maxverts <= 65536)
                size += maxtriangles * sizeof(unsigned short[3]);
-       if (neighbors)
-               size += maxtriangles * sizeof(int[3]);
        if (expandable)
                size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
        data = (unsigned char *)Mem_Alloc(mempool, size);
@@ -1117,10 +998,6 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
                newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
        }
        newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
-       if (neighbors)
-       {
-               newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
-       }
        if (expandable)
        {
                newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
@@ -1131,10 +1008,10 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        return newmesh;
 }
 
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light)
 {
        shadowmesh_t *newmesh;
-       newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
+       newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, false);
        newmesh->numverts = oldmesh->numverts;
        newmesh->numtriangles = oldmesh->numtriangles;
        memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
@@ -1149,8 +1026,6 @@ shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh,
                memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
        }
        memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
-       if (newmesh->neighbor3i && oldmesh->neighbor3i)
-               memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
        return newmesh;
 }
 
@@ -1195,7 +1070,7 @@ void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture
        while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
        {
                if (mesh->next == NULL)
-                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
+                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, true);
                mesh = mesh->next;
        }
        mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
@@ -1251,12 +1126,12 @@ void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *
        CL_KeepaliveMessage(false);
 }
 
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable)
 {
        // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
        CL_KeepaliveMessage(false);
 
-       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
+       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, expandable);
 }
 
 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
@@ -1321,7 +1196,7 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
        }
 }
 
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean createvbo)
 {
        shadowmesh_t *mesh, *newmesh, *nextmesh;
        // reallocate meshs to conserve space
@@ -1330,7 +1205,7 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh,
                nextmesh = mesh->next;
                if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
                {
-                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
+                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light);
                        newmesh->next = firstmesh;
                        firstmesh = newmesh;
                        if (newmesh->element3s)
@@ -1441,7 +1316,7 @@ void Mod_CreateCollisionMesh(dp_model_t *mod)
                        continue;
                numcollisionmeshtriangles += surface->num_triangles;
        }
-       mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
+       mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, true);
        if (usesinglecollisionmesh)
                Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
        else
@@ -1454,7 +1329,7 @@ void Mod_CreateCollisionMesh(dp_model_t *mod)
                        Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
                }
        }
-       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
+       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false);
 }
 
 #if 0
@@ -1498,7 +1373,7 @@ static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int i
        VectorAdd(normal3f, nl, normal3f);
 }
 
-static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        int x, y, ix, iy, *e;
        e = element3i;
@@ -1515,7 +1390,6 @@ static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels,
                        e += 6;
                }
        }
-       Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
        for (y = 0, iy = y1;y < height + 1;y++, iy++)
                for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
                        Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
@@ -4384,7 +4258,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
                                // lightmap coordinates here are in pixels
                                // lightmap projections are snapped to pixel grid explicitly, such
                                // that two neighboring triangles sharing an edge and projection
-                               // axis will have identical sampl espacing along their shared edge
+                               // axis will have identical samplspacing along their shared edge
                                k = 0;
                                for (j = 0;j < 3;j++)
                                {
@@ -4650,7 +4524,6 @@ void Mod_Mesh_Create(dp_model_t *mod, const char *name)
        mod->DrawPrepass = R_Q1BSP_DrawPrepass;
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        mod->DrawLight = R_Q1BSP_DrawLight;
 }
 
index d83fe2cc7c72807069311a69e100d202a16bd41c..54331d1a10b23764b0dd08008ef27901b8297290 100644 (file)
@@ -150,7 +150,6 @@ typedef struct surfmesh_s
        unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
        r_meshbuffer_t *data_element3s_indexbuffer;
        int data_element3s_bufferoffset;
-       int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
        // vertex data in system memory
        int num_vertices; // number of vertices in the mesh
        float *data_vertex3f; // float[verts*3] vertex locations
@@ -239,8 +238,6 @@ typedef struct shadowmesh_s
        r_vertexmesh_t *vertexmesh; // usually NULL
        // used for shadow mapping cubemap side partitioning
        int sideoffsets[6], sidetotals[6];
-       // used for shadow mesh (NULL on light mesh)
-       int *neighbor3i;
        // these are NULL after Mod_ShadowMesh_Finish is performed, only used
        // while building meshes
        shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
@@ -1098,10 +1095,6 @@ typedef struct model_s
        void(*DrawShadowMap)(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
        // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
        void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion);
-       // compile a shadow volume for the model based on light source
-       void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
-       // draw a shadow volume for the model based on light source
-       void(*DrawShadowVolume)(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
        // draw the lighting on a model (through stencil)
        void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
        // trace a box against this model
@@ -1139,7 +1132,6 @@ extern unsigned char *mod_base;
 //extern cvar_t gl_subdivide_size;
 // texture fullbrights
 extern cvar_t r_fullbrights;
-extern cvar_t r_enableshadowvolumes;
 
 void Mod_Init (void);
 void Mod_Reload (void);
@@ -1156,25 +1148,24 @@ extern dp_model_t *loadmodel;
 extern char loadname[32];      // for hunk tags
 
 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
-void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting);
 
 qboolean Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline);
-void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors);
 void Mod_MakeSortedSurfaces(dp_model_t *mod);
 
 // called specially by brush model loaders before generating submodels
 // automatically called after model loader returns
 void Mod_BuildVBOs(void);
 
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable);
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light);
 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable);
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean createvbo);
 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
 
@@ -1259,8 +1250,6 @@ void R_Q1BSP_DrawPrepass(struct entity_render_s *ent);
 void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion);
 void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
 void R_Q1BSP_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
-void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
-void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
 
 // dynamic mesh building (every frame) for debugging and other uses
index 12819e40e5a5fa72fb9ee69ccb89c62d949f33c5..23604f729e096ce5f2ec6c53ad680b07cfbe18d9 100644 (file)
@@ -277,8 +277,6 @@ void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawSky = NULL;
        loadmodel->Draw = R_Model_Sprite_Draw;
        loadmodel->DrawDepth = NULL;
-       loadmodel->CompileShadowVolume = NULL;
-       loadmodel->DrawShadowVolume = NULL;
        loadmodel->DrawLight = NULL;
        loadmodel->DrawAddWaterPlanes = NULL;
 
@@ -394,8 +392,6 @@ void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawSky = NULL;
        loadmodel->Draw = R_Model_Sprite_Draw;
        loadmodel->DrawDepth = NULL;
-       loadmodel->CompileShadowVolume = NULL;
-       loadmodel->DrawShadowVolume = NULL;
        loadmodel->DrawLight = NULL;
        loadmodel->DrawAddWaterPlanes = NULL;
 
index dd7114bf1b32003cb6fcfd0cc6861fc98d650812..303322c47afa36efa092b60b8f2528896290bec5 100644 (file)
@@ -1,139 +1,3 @@
-
-/*
-Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
-An extrusion of the lit faces, beginning at the original geometry and ending
-further from the light source than the original geometry (presumably at least
-as far as the light's radius, if the light has a radius at all), capped at
-both front and back to avoid any problems (extrusion from dark faces also
-works but has a different set of problems)
-
-This is normally rendered using Carmack's Reverse technique, in which
-backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
-zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
-where shadows did not intersect the visible geometry, suitable as a stencil
-mask for rendering lighting everywhere but shadow.
-
-In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
-as decrement and the frontfaces as increment, and we redefine the DepthFunc to
-GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
-and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
-additionally we clear stencil to 128 to avoid the need for the unclamped
-incr/decr extension (not related to patent).
-
-Patent warning:
-This algorithm may be covered by Creative's patent (US Patent #6384822),
-however that patent is quite specific about increment on backfaces and
-decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
-opposite this implementation and partially opposite Carmack's Reverse paper
-(which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
-
-
-
-Terminology: Stencil Light Volume (sometimes called Light Volumes)
-Similar to a Stencil Shadow Volume, but inverted; rather than containing the
-areas in shadow it contains the areas in light, this can only be built
-quickly for certain limited cases (such as portal visibility from a point),
-but is quite useful for some effects (sunlight coming from sky polygons is
-one possible example, translucent occluders is another example).
-
-
-
-Terminology: Optimized Stencil Shadow Volume
-A Stencil Shadow Volume that has been processed sufficiently to ensure it has
-no duplicate coverage of areas (no need to shadow an area twice), often this
-greatly improves performance but is an operation too costly to use on moving
-lights (however completely optimal Stencil Light Volumes can be constructed
-in some ideal cases).
-
-
-
-Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
-Per pixel evaluation of lighting equations, at a bare minimum this involves
-DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
-vector and surface normal, using a texture of the surface bumps, called a
-NormalMap) if supported by hardware; in our case there is support for cards
-which are incapable of DOT3, the quality is quite poor however.  Additionally
-it is desirable to have specular evaluation per pixel, per vertex
-normalization of specular halfangle vectors causes noticable distortion but
-is unavoidable on hardware without GL_ARB_fragment_program or
-GL_ARB_fragment_shader.
-
-
-
-Terminology: Normalization CubeMap
-A cubemap containing normalized dot3-encoded (vectors of length 1 or less
-encoded as RGB colors) for any possible direction, this technique allows per
-pixel calculation of incidence vector for per pixel lighting purposes, which
-would not otherwise be possible per pixel without GL_ARB_fragment_program or
-GL_ARB_fragment_shader.
-
-
-
-Terminology: 2D+1D Attenuation Texturing
-A very crude approximation of light attenuation with distance which results
-in cylindrical light shapes which fade vertically as a streak (some games
-such as Doom3 allow this to be rotated to be less noticable in specific
-cases), the technique is simply modulating lighting by two 2D textures (which
-can be the same) on different axes of projection (XY and Z, typically), this
-is the second best technique available without 3D Attenuation Texturing,
-GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
-
-
-
-Terminology: 2D+1D Inverse Attenuation Texturing
-A clever method described in papers on the Abducted engine, this has a squared
-distance texture (bright on the outside, black in the middle), which is used
-twice using GL_ADD blending, the result of this is used in an inverse modulate
-(GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
-lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
-texturing).
-
-
-
-Terminology: 3D Attenuation Texturing
-A slightly crude approximation of light attenuation with distance, its flaws
-are limited radius and resolution (performance tradeoffs).
-
-
-
-Terminology: 3D Attenuation-Normalization Texturing
-A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
-vectors shorter the lighting becomes darker, a very effective optimization of
-diffuse lighting if 3D Attenuation Textures are already used.
-
-
-
-Terminology: Light Cubemap Filtering
-A technique for modeling non-uniform light distribution according to
-direction, for example a lantern may use a cubemap to describe the light
-emission pattern of the cage around the lantern (as well as soot buildup
-discoloring the light in certain areas), often also used for softened grate
-shadows and light shining through a stained glass window (done crudely by
-texturing the lighting with a cubemap), another good example would be a disco
-light.  This technique is used heavily in many games (Doom3 does not support
-this however).
-
-
-
-Terminology: Light Projection Filtering
-A technique for modeling shadowing of light passing through translucent
-surfaces, allowing stained glass windows and other effects to be done more
-elegantly than possible with Light Cubemap Filtering by applying an occluder
-texture to the lighting combined with a stencil light volume to limit the lit
-area, this technique is used by Doom3 for spotlights and flashlights, among
-other things, this can also be used more generally to render light passing
-through multiple translucent occluders in a scene (using a light volume to
-describe the area beyond the occluder, and thus mask off rendering of all
-other areas).
-
-
-
-Terminology: Doom3 Lighting
-A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
-CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
-demonstrated by the game Doom3.
-*/
-
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "cl_collision.h"
@@ -167,8 +31,6 @@ r_shadow_shadowmode_t;
 
 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
 int r_shadow_scenemaxlights;
 int r_shadow_scenenumlights;
 rtlight_t **r_shadow_scenelightlist; // includes both static lights and dlights, as filtered by appropriate flags
@@ -307,7 +169,7 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp
 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
@@ -324,8 +186,6 @@ cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias",
 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
-cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
 cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
 cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
@@ -376,8 +236,6 @@ cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare eff
 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
-cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
-cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
@@ -783,8 +641,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_sortsurfaces);
-       Cvar_RegisterVariable(&r_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_culllights_pvs);
        Cvar_RegisterVariable(&r_shadow_culllights_trace);
@@ -835,8 +691,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
        Cvar_RegisterVariable(&gl_flashblend);
-       Cvar_RegisterVariable(&gl_ext_separatestencil);
-       Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        R_Shadow_EditLights_Init();
        Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
        r_shadow_scenemaxlights = 0;
@@ -1001,476 +855,6 @@ void R_Shadow_PrepareShadowSides(int numtris)
        numshadowsides = 0;
 }
 
-static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
-{
-       int i, j;
-       int outtriangles = 0, outvertices = 0;
-       const int *element;
-       const float *vertex;
-       float ratio, direction[3], projectvector[3];
-
-       if (projectdirection)
-               VectorScale(projectdirection, projectdistance, projectvector);
-       else
-               VectorClear(projectvector);
-
-       // create the vertices
-       if (projectdirection)
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       element = inelement3i + shadowmarktris[i] * 3;
-                       for (j = 0;j < 3;j++)
-                       {
-                               if (vertexupdate[element[j]] != vertexupdatenum)
-                               {
-                                       vertexupdate[element[j]] = vertexupdatenum;
-                                       vertexremap[element[j]] = outvertices;
-                                       vertex = invertex3f + element[j] * 3;
-                                       // project one copy of the vertex according to projectvector
-                                       VectorCopy(vertex, outvertex3f);
-                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
-                                       outvertex3f += 6;
-                                       outvertices += 2;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       element = inelement3i + shadowmarktris[i] * 3;
-                       for (j = 0;j < 3;j++)
-                       {
-                               if (vertexupdate[element[j]] != vertexupdatenum)
-                               {
-                                       vertexupdate[element[j]] = vertexupdatenum;
-                                       vertexremap[element[j]] = outvertices;
-                                       vertex = invertex3f + element[j] * 3;
-                                       // project one copy of the vertex to the sphere radius of the light
-                                       // (FIXME: would projecting it to the light box be better?)
-                                       VectorSubtract(vertex, projectorigin, direction);
-                                       ratio = projectdistance / VectorLength(direction);
-                                       VectorCopy(vertex, outvertex3f);
-                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
-                                       outvertex3f += 6;
-                                       outvertices += 2;
-                               }
-                       }
-               }
-       }
-
-       if (r_shadow_frontsidecasting.integer)
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       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[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;
-                       outtriangles += 2;
-                       // output the sides (facing outward from this triangle)
-                       if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
-                       {
-                               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;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
-                       {
-                               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;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
-                       {
-                               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;
-                               outtriangles += 2;
-                       }
-               }
-       }
-       else
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       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[element[2]];
-                       outelement3i[1] = vertexremap[element[1]];
-                       outelement3i[2] = vertexremap[element[0]];
-                       outelement3i[3] = vertexremap[element[0]] + 1;
-                       outelement3i[4] = vertexremap[element[1]] + 1;
-                       outelement3i[5] = vertexremap[element[2]] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-                       // output the sides (facing outward from this triangle)
-                       if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[1] = vertexremap[element[1]];
-                               outelement3i[0] = remappedelement[0];
-                               outelement3i[1] = remappedelement[1];
-                               outelement3i[2] = remappedelement[1] + 1;
-                               outelement3i[3] = remappedelement[0];
-                               outelement3i[4] = remappedelement[1] + 1;
-                               outelement3i[5] = remappedelement[0] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
-                       {
-                               remappedelement[1] = vertexremap[element[1]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[1];
-                               outelement3i[1] = remappedelement[2];
-                               outelement3i[2] = remappedelement[2] + 1;
-                               outelement3i[3] = remappedelement[1];
-                               outelement3i[4] = remappedelement[2] + 1;
-                               outelement3i[5] = remappedelement[1] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[2];
-                               outelement3i[1] = remappedelement[0];
-                               outelement3i[2] = remappedelement[0] + 1;
-                               outelement3i[3] = remappedelement[2];
-                               outelement3i[4] = remappedelement[0] + 1;
-                               outelement3i[5] = remappedelement[2] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-               }
-       }
-       if (outnumvertices)
-               *outnumvertices = outvertices;
-       return outtriangles;
-}
-
-static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
-{
-       int i, j, k;
-       int outtriangles = 0, outvertices = 0;
-       const int *element;
-       const float *vertex;
-       float ratio, direction[3], projectvector[3];
-       qboolean side[4];
-
-       if (projectdirection)
-               VectorScale(projectdirection, projectdistance, projectvector);
-       else
-               VectorClear(projectvector);
-
-       for (i = 0;i < numshadowmarktris;i++)
-       {
-               int remappedelement[3];
-               int markindex;
-               const int *neighbortriangle;
-
-               markindex = shadowmarktris[i] * 3;
-               neighbortriangle = inneighbor3i + markindex;
-               side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
-               side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
-               side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
-               if (side[0] + side[1] + side[2] == 0)
-                       continue;
-
-               side[3] = side[0];
-               element = inelement3i + markindex;
-
-               // create the vertices
-               for (j = 0;j < 3;j++)
-               {
-                       if (side[j] + side[j+1] == 0)
-                               continue;
-                       k = element[j];
-                       if (vertexupdate[k] != vertexupdatenum)
-                       {
-                               vertexupdate[k] = vertexupdatenum;
-                               vertexremap[k] = outvertices;
-                               vertex = invertex3f + k * 3;
-                               VectorCopy(vertex, outvertex3f);
-                               if (projectdirection)
-                               {
-                                       // project one copy of the vertex according to projectvector
-                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
-                               }
-                               else
-                               {
-                                       // project one copy of the vertex to the sphere radius of the light
-                                       // (FIXME: would projecting it to the light box be better?)
-                                       VectorSubtract(vertex, projectorigin, direction);
-                                       ratio = projectdistance / VectorLength(direction);
-                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
-                               }
-                               outvertex3f += 6;
-                               outvertices += 2;
-                       }
-               }
-
-               // output the sides (facing outward from this triangle)
-               if (!side[0])
-               {
-                       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;
-                       outtriangles += 2;
-               }
-               if (!side[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;
-                       outtriangles += 2;
-               }
-               if (!side[2])
-               {
-                       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;
-                       outtriangles += 2;
-               }
-       }
-       if (outnumvertices)
-               *outnumvertices = outvertices;
-       return outtriangles;
-}
-
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
-{
-       int t, tend;
-       const int *e;
-       const float *v[3];
-       float normal[3];
-       if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
-               return;
-       tend = firsttriangle + numtris;
-       if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
-       {
-               // surface box entirely inside light box, no box cull
-               if (projectdirection)
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
-                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-               else
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
-                                       shadowmarklist[numshadowmark++] = t;
-               }
-       }
-       else
-       {
-               // surface box not entirely inside light box, cull each triangle
-               if (projectdirection)
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               v[0] = invertex3f + e[0] * 3;
-                               v[1] = invertex3f + e[1] * 3;
-                               v[2] = invertex3f + e[2] * 3;
-                               TriangleNormal(v[0], v[1], v[2], normal);
-                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
-                                && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-               else
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               v[0] = invertex3f + e[0] * 3;
-                               v[1] = invertex3f + e[1] * 3;
-                               v[2] = invertex3f + e[2] * 3;
-                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
-                                && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-       }
-}
-
-static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
-{
-#if 1
-       return false;
-#else
-       if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
-               return false;
-       // check if the shadow volume intersects the near plane
-       //
-       // a ray between the eye and light origin may intersect the caster,
-       // indicating that the shadow may touch the eye location, however we must
-       // test the near plane (a polygon), not merely the eye location, so it is
-       // easiest to enlarge the caster bounding shape slightly for this.
-       // TODO
-       return true;
-#endif
-}
-
-void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
-{
-       int i, tris, outverts;
-       if (projectdistance < 0.1)
-       {
-               Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
-               return;
-       }
-       if (!numverts || !nummarktris)
-               return;
-       // make sure shadowelements is big enough for this volume
-       if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
-               R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
-
-       if (maxvertexupdate < numverts)
-       {
-               maxvertexupdate = numverts;
-               if (vertexupdate)
-                       Mem_Free(vertexupdate);
-               if (vertexremap)
-                       Mem_Free(vertexremap);
-               vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
-               vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
-               vertexupdatenum = 0;
-       }
-       vertexupdatenum++;
-       if (vertexupdatenum == 0)
-       {
-               vertexupdatenum = 1;
-               memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
-               memset(vertexremap, 0, maxvertexupdate * sizeof(int));
-       }
-
-       for (i = 0;i < nummarktris;i++)
-               shadowmark[marktris[i]] = shadowmarkcount;
-
-       if (r_shadow_compilingrtlight)
-       {
-               // if we're compiling an rtlight, capture the mesh
-               //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-       }
-       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
-       {
-               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-       }
-       else
-       {
-               // decide which type of shadow to generate and set stencil mode
-               R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
-               // generate the sides or a solid volume, depending on type
-               if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
-                       tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               else
-                       tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
-               r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
-               {
-                       // increment stencil if frontface is infront of depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_front);
-                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-                       // decrement stencil if backface is infront of depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_back);
-                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
-               }
-               else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
-               {
-                       // decrement stencil if backface is behind depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_front);
-                       R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-                       // increment stencil if frontface is behind depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_back);
-                       R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
-               }
-               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-       }
-}
-
 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
 {
        // p1, p2, p3 are in the cubemap's local coordinate system
@@ -1997,10 +1381,6 @@ void R_Shadow_ValidateCvars(void)
 {
        if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
-       if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
-               Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
-       if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
-               Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
 void R_Shadow_RenderMode_Begin(void)
@@ -2028,23 +1408,6 @@ void R_Shadow_RenderMode_Begin(void)
        GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
-
-       if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
-       }
-       else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
-       }
-       else
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
-       }
-
        r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
 
        CHECKGLERROR
@@ -2082,42 +1445,14 @@ void R_Shadow_RenderMode_Reset(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        R_SetupShader_Generic_NoTexture(false, false);
        r_shadow_usingshadowmap2d = false;
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 void R_Shadow_ClearStencil(void)
 {
-       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
+       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 0);
        r_refdef.stats[r_stat_lights_clears]++;
 }
 
-void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
-{
-       r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
-       if (r_shadow_rendermode == mode)
-               return;
-       R_Shadow_RenderMode_Reset();
-       GL_DepthFunc(GL_LESS);
-       GL_ColorMask(0, 0, 0, 0);
-       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       GL_CullFace(GL_NONE);
-       R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
-       r_shadow_rendermode = mode;
-       switch(mode)
-       {
-       default:
-               break;
-       case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
-       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
-               R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
-               break;
-       case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
-       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
-               R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
-               break;
-       }
-}
-
 static void R_Shadow_MakeVSDCT(void)
 {
        // maps to a 2x3 texture rectangle with normalized coordinates
@@ -2282,7 +1617,7 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y)
        r_shadow_shadowmapside = side;
 }
 
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
+void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
 {
        R_Mesh_ResetTextureState();
        if (transparent)
@@ -2303,12 +1638,6 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
        r_shadow_usingshadowmap2d = shadowmapping;
        r_shadow_rendermode = r_shadow_lightingrendermode;
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       if (stenciltest)
-               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
-       else
-               R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 static const unsigned short bboxelements[36] =
@@ -2343,7 +1672,6 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping)
        r_shadow_rendermode = r_shadow_lightingrendermode;
        R_EntityMatrix(&identitymatrix);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
                R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
        else
@@ -3561,19 +2889,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
        }
 }
 
-void R_Shadow_RenderMode_VisibleShadowVolumes(void)
-{
-       R_Shadow_RenderMode_Reset();
-       GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthRange(0, 1);
-       GL_DepthTest(r_showshadowvolumes.integer < 2);
-       GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
-       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       GL_CullFace(GL_NONE);
-       r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
-}
-
-void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
+void R_Shadow_RenderMode_VisibleLighting(qboolean transparent)
 {
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
@@ -3582,7 +2898,6 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
        if (!transparent)
                GL_DepthFunc(GL_EQUAL);
-       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
 
@@ -3741,11 +3056,10 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 {
        int i;
        int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
-       int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
+       int lighttris, shadowtris;
        entity_render_t *ent = r_refdef.scene.worldentity;
        dp_model_t *model = r_refdef.scene.worldmodel;
        unsigned char *data;
-       shadowmesh_t *mesh;
 
        // compile the light
        rtlight->compiled = true;
@@ -3767,7 +3081,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        if (model && model->GetLightInfo)
        {
-               // this variable must be set for the CompileShadowVolume/CompileShadowMap code
+               // this variable must be set for the CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
                R_FrameData_SetMark();
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL, rtlight->shadow == 0);
@@ -3797,17 +3111,8 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
                R_FrameData_SetMark();
-               switch (rtlight->shadowmode)
-               {
-               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-                       if (model->CompileShadowMap && rtlight->shadow)
-                               model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
-                       break;
-               default:
-                       if (model->CompileShadowVolume && rtlight->shadow)
-                               model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
-                       break;
-               }
+               if (model->CompileShadowMap && rtlight->shadow)
+                       model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                R_FrameData_ReturnToMark();
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
@@ -3818,16 +3123,6 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
        //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
-       shadowzpasstris = 0;
-       if (rtlight->static_meshchain_shadow_zpass)
-               for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
-                       shadowzpasstris += mesh->numtriangles;
-
-       shadowzfailtris = 0;
-       if (rtlight->static_meshchain_shadow_zfail)
-               for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
-                       shadowzfailtris += mesh->numtriangles;
-
        lighttris = 0;
        if (rtlight->static_numlighttrispvsbytes)
                for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
@@ -3841,19 +3136,13 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                shadowtris++;
 
        if (developer_extra.integer)
-               Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
+               Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
 {
        if (rtlight->compiled)
        {
-               if (rtlight->static_meshchain_shadow_zpass)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
-               rtlight->static_meshchain_shadow_zpass = NULL;
-               if (rtlight->static_meshchain_shadow_zfail)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
-               rtlight->static_meshchain_shadow_zfail = NULL;
                if (rtlight->static_meshchain_shadow_shadowmap)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
                rtlight->static_meshchain_shadow_shadowmap = NULL;
@@ -4084,78 +3373,6 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
-static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
-{
-       qboolean zpass = false;
-       shadowmesh_t *mesh;
-       int t, tend;
-       int surfacelistindex;
-       msurface_t *surface;
-
-       // if triangle neighbors are disabled, shadowvolumes are disabled
-       if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
-               return;
-
-       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
-
-       if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
-       {
-               CHECKGLERROR
-               if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
-               {
-                       zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
-                       R_Shadow_RenderMode_StencilShadowVolumes(zpass);
-               }
-               mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
-               for (;mesh;mesh = mesh->next)
-               {
-                       r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
-                       R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
-                       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
-                       {
-                               // increment stencil if frontface is infront of depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_back);
-                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-                               // decrement stencil if backface is infront of depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_front);
-                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
-                       }
-                       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
-                       {
-                               // decrement stencil if backface is behind depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_front);
-                               R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-                               // increment stencil if frontface is behind depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_back);
-                               R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
-                       }
-                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-               }
-               CHECKGLERROR
-       }
-       else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
-       {
-               // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
-               R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
-                       for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
-                               if (CHECKPVSBIT(trispvs, t))
-                                       shadowmarklist[numshadowmark++] = t;
-               }
-               R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
-       }
-       else if (numsurfaces)
-       {
-               r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
-       }
-
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
-}
-
 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
 {
        vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
@@ -4170,15 +3387,7 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       switch (r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
-               ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-               break;
-       default:
-               ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
-               break;
-       }
+       ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
@@ -4412,7 +3621,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
                        // since it is lit, it probably also casts a shadow...
                        // about the VectorDistance2 - light emitting entities should not cast their own shadow
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
+                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                        {
                                // note: exterior models without the RENDER_NOSELFSHADOW
                                // flag still create a RENDER_NOSELFSHADOW shadow but
@@ -4436,7 +3645,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
                                continue;
                        // about the VectorDistance2 - light emitting entities should not cast their own shadow
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
+                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                        {
                                if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
                                        shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
@@ -4717,25 +3926,11 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
        // make this the active rtlight for rendering purposes
        R_Shadow_RenderMode_ActiveLight(rtlight);
 
-       if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
-       {
-               // optionally draw visible shape of the shadow volumes
-               // for performance analysis by level designers
-               R_Shadow_RenderMode_VisibleShadowVolumes();
-               if (numsurfaces)
-                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i]);
-               for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-               R_Shadow_RenderMode_VisibleLighting(false, false);
-       }
-
        if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
        {
                // optionally draw the illuminated areas
                // for performance analysis by level designers
-               R_Shadow_RenderMode_VisibleLighting(false, false);
+               R_Shadow_RenderMode_VisibleLighting(false);
                if (numsurfaces)
                        R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
@@ -4764,7 +3959,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                // draw lighting in the unmasked areas
                if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_Lighting(false, false, true, false);
+                       R_Shadow_RenderMode_Lighting(false, true, false);
                        // draw lighting in the unmasked areas
                        if (numsurfaces)
                                R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
@@ -4774,7 +3969,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                // offset to the noselfshadow part of the atlas and draw those too
                if (numlightentities_noselfshadow)
                {
-                       R_Shadow_RenderMode_Lighting(false, false, true, true);
+                       R_Shadow_RenderMode_Lighting(false, true, true);
                        for (i = 0; i < numlightentities_noselfshadow; i++)
                                R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                }
@@ -4783,41 +3978,10 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                if (r_shadow_usingdeferredprepass)
                        R_Shadow_RenderMode_DrawDeferredLight(true);
        }
-       else if (castshadows && vid.stencil)
-       {
-               // draw stencil shadow volumes to mask off pixels that are in shadow
-               // so that they won't receive lighting
-               GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
-               R_Shadow_ClearStencil();
-
-               if (numsurfaces)
-                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i]);
-
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(true, false, false, false);
-               for (i = 0;i < numlightentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
-
-               for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(true, false, false, false);
-               if (numsurfaces)
-                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i]);
-
-               // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces
-               if (r_shadow_usingdeferredprepass)
-                       R_Shadow_RenderMode_DrawDeferredLight(false);
-       }
        else
        {
                // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(false, false, false, false);
+               R_Shadow_RenderMode_Lighting(false, false, false);
                if (numsurfaces)
                        R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
@@ -5161,31 +4325,6 @@ void R_Shadow_PrepareModelShadows(void)
        if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
                return;
 
-       switch (r_shadow_shadowmode)
-       {
-       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               if (r_shadows.integer >= 2)
-                       break;
-               // fall through
-       case R_SHADOW_SHADOWMODE_STENCIL:
-               if (!vid.stencil)
-                       return;
-               for (i = 0; i < r_refdef.scene.numentities; i++)
-               {
-                       ent = r_refdef.scene.entities[i];
-                       if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
-                       {
-                               if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
-                                       break;
-                               r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
-                               R_AnimCache_GetEntity(ent, false, false);
-                       }
-               }
-               return;
-       default:
-               return;
-       }
-
        size = r_shadow_shadowmaptexturesize / 4;
        scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
        radius = 0.5f * size / scale;
@@ -5350,97 +4489,6 @@ static void R_Shadow_DrawModelShadowMaps(void)
        Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
 }
 
-void R_Shadow_DrawModelShadows(void)
-{
-       int i;
-       float relativethrowdistance;
-       entity_render_t *ent;
-       vec3_t relativelightorigin;
-       vec3_t relativelightdirection;
-       vec3_t relativeshadowmins, relativeshadowmaxs;
-       vec3_t tmp, shadowdir;
-       prvm_vec3_t prvmshadowdir;
-
-       if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
-               return;
-
-       R_ResetViewRendering3D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
-       //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
-       R_Shadow_RenderMode_Begin();
-       R_Shadow_RenderMode_ActiveLight(NULL);
-       r_shadow_lightscissor[0] = r_shadow_viewx;
-       r_shadow_lightscissor[1] = (r_shadow_viewfbo ? r_shadow_viewheight : vid.height) - r_shadow_viewy - r_shadow_viewheight;
-       r_shadow_lightscissor[2] = r_shadow_viewwidth;
-       r_shadow_lightscissor[3] = r_shadow_viewheight;
-       R_Shadow_RenderMode_StencilShadowVolumes(false);
-
-       // get shadow dir
-       if (r_shadows.integer == 2)
-       {
-               Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
-               VectorCopy(prvmshadowdir, shadowdir);
-               VectorNormalize(shadowdir);
-       }
-
-       R_Shadow_ClearStencil();
-
-       for (i = 0;i < r_shadow_nummodelshadows;i++)
-       {
-               ent = r_shadow_modelshadows[i];
-
-               // cast shadows from anything of the map (submodels are optional)
-               relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
-               VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
-               VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
-               if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
-                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
-               else
-               {
-                       VectorNegate(ent->render_modellight_lightdir, tmp);
-                       Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
-               }
-
-               VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
-               RSurf_ActiveModelEntity(ent, false, false, false);
-               ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
-       }
-
-       // not really the right mode, but this will disable any silly stencil features
-       R_Shadow_RenderMode_End();
-
-       // set up ortho view for rendering this pass
-       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
-       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //GL_ScissorTest(true);
-       //R_EntityMatrix(&identitymatrix);
-       //R_Mesh_ResetTextureState();
-       R_ResetViewRendering2D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
-
-       // set up a darkening blend on shadowed areas
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       //GL_DepthRange(0, 1);
-       //GL_DepthTest(false);
-       //GL_DepthMask(false);
-       //GL_PolygonOffset(0, 0);CHECKGLERROR
-       GL_Color(0, 0, 0, r_shadows_darken.value);
-       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //GL_DepthFunc(GL_ALWAYS);
-       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
-
-       // apply the blend to the shadowed areas
-       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic_NoTexture(false, true);
-       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-
-       // restore the viewport
-       R_SetViewport(&r_refdef.view.viewport);
-
-       // restore other state to normal
-       //R_Shadow_RenderMode_End();
-}
-
 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 {
        float zdist;
index 82f5c88e0fe329174d4f2ca36a4905dcca6ee348..048fcc4ede2de61a7e92cdfa94c6c5f73e903dbd 100644 (file)
@@ -31,11 +31,7 @@ extern cvar_t r_shadow_realtime_world_compileshadow;
 extern cvar_t r_shadow_realtime_world_compilesvbsp;
 extern cvar_t r_shadow_realtime_world_compileportalculling;
 extern cvar_t r_shadow_scissor;
-extern cvar_t r_shadow_polygonfactor;
-extern cvar_t r_shadow_polygonoffset;
 extern cvar_t r_shadow_texture3d;
-extern cvar_t gl_ext_separatestencil;
-extern cvar_t gl_ext_stenciltwoside;
 
 // used by shader for bouncegrid feature
 typedef struct r_shadow_bouncegrid_settings_s
@@ -102,9 +98,7 @@ extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
 
 void R_Shadow_Init(void);
 qboolean R_Shadow_ShadowMappingEnabled(void);
-void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs);
 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris);
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
 int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals);
@@ -112,11 +106,9 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
 void R_Shadow_RenderMode_Begin(void);
 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
 void R_Shadow_RenderMode_Reset(void);
-void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass);
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass);
+void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass);
 void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping);
-void R_Shadow_RenderMode_VisibleShadowVolumes(void);
-void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
+void R_Shadow_RenderMode_VisibleLighting(qboolean transparent);
 void R_Shadow_RenderMode_End(void);
 void R_Shadow_ClearStencil(void);
 void R_Shadow_SetupEntityLight(const entity_render_t *ent);
@@ -162,6 +154,5 @@ void R_Shadow_PrepareModelShadows(void);
 void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity);
 
 void R_Shadow_DrawShadowMaps(void);
-void R_Shadow_DrawModelShadows(void);
 
 #endif
index dcacb63933e2c4183a3521ac32b5d43fbe68ba54..2ae9bc84d52d27da589a191e2012cdfe5e5a9f60 100644 (file)
--- a/render.h
+++ b/render.h
@@ -219,7 +219,6 @@ typedef struct rmesh_s
        int maxtriangles;
        int numtriangles;
        int *element3i;
-       int *neighbor3i;
        // snapping epsilon
        float epsilon2;
 }
@@ -243,7 +242,6 @@ extern cvar_t r_showoverdraw;
 extern cvar_t r_showtris;
 extern cvar_t r_shownormals;
 extern cvar_t r_showlighting;
-extern cvar_t r_showshadowvolumes;
 extern cvar_t r_showcollisionbrushes;
 extern cvar_t r_showcollisionbrushes_polygonfactor;
 extern cvar_t r_showcollisionbrushes_polygonoffset;
diff --git a/vid.h b/vid.h
index f5185602d2bc8e9f4b79a2eb3edcb4dc311c1c3d..71404c2f5bac5eefbb2e35e9033e11b53ad6acda 100644 (file)
--- a/vid.h
+++ b/vid.h
@@ -55,14 +55,12 @@ typedef struct viddef_support_s
        qboolean arb_texture_non_power_of_two;
        qboolean arb_vertex_buffer_object;
        qboolean arb_uniform_buffer_object;
-       qboolean ati_separate_stencil;
        qboolean ext_blend_minmax;
        qboolean ext_blend_subtract;
        qboolean ext_blend_func_separate;
        qboolean ext_draw_range_elements;
        qboolean ext_framebuffer_object;
        qboolean ext_packed_depth_stencil;
-       qboolean ext_stencil_two_side;
        qboolean ext_texture_3d;
        qboolean ext_texture_compression_s3tc;
        qboolean ext_texture_edge_clamp;
index 70032371e1ad016e70d5fdce14226d6fbc709193..dcaeafbbe66f04acdc54a03daacd6c06e4be47f8 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -1892,7 +1892,6 @@ void GLES_Init(void)
        vid.support.arb_texture_gather = false;
        vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL;
        vid.support.arb_vertex_buffer_object = true; // GLES2 core
-       vid.support.ati_separate_stencil = false;
        vid.support.ext_blend_minmax = false;
        vid.support.ext_blend_subtract = true; // GLES2 core
        vid.support.ext_blend_func_separate = true; // GLES2 core
@@ -1907,7 +1906,6 @@ void GLES_Init(void)
        vid.support.ext_framebuffer_object = true;
 
        vid.support.ext_packed_depth_stencil = false;
-       vid.support.ext_stencil_two_side = false;
        vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D") != 0;
        vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0;
        vid.support.ext_texture_edge_clamp = true; // GLES2 core
index 9d7f47c541ab687218dc521b3a812b22eafe1e98..b7708cd076767608dc11424177cf2a8457e1908d 100644 (file)
@@ -633,26 +633,6 @@ static dllfunction_t texture3dextfuncs[] =
        {NULL, NULL}
 };
 
-static dllfunction_t atiseparatestencilfuncs[] =
-{
-       {"glStencilOpSeparateATI", (void **) &qglStencilOpSeparate},
-       {"glStencilFuncSeparateATI", (void **) &qglStencilFuncSeparate},
-       {NULL, NULL}
-};
-
-static dllfunction_t gl2separatestencilfuncs[] =
-{
-       {"glStencilOpSeparate", (void **) &qglStencilOpSeparate},
-       {"glStencilFuncSeparate", (void **) &qglStencilFuncSeparate},
-       {NULL, NULL}
-};
-
-static dllfunction_t stenciltwosidefuncs[] =
-{
-       {"glActiveStencilFaceEXT", (void **) &qglActiveStencilFaceEXT},
-       {NULL, NULL}
-};
-
 static dllfunction_t blendequationfuncs[] =
 {
        {"glBlendEquationEXT", (void **) &qglBlendEquationEXT},
@@ -955,7 +935,6 @@ void VID_CheckExtensions(void)
        vid.support.arb_texture_non_power_of_two = GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false);
        vid.support.arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false);
        vid.support.arb_uniform_buffer_object = GL_CheckExtension("GL_ARB_uniform_buffer_object", ubofuncs, "-noubo", false);
-       vid.support.ati_separate_stencil = GL_CheckExtension("separatestencil", gl2separatestencilfuncs, "-noseparatestencil", true) || GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false);
        vid.support.ext_blend_minmax = GL_CheckExtension("GL_EXT_blend_minmax", blendequationfuncs, "-noblendminmax", false);
        vid.support.ext_blend_subtract = GL_CheckExtension("GL_EXT_blend_subtract", blendequationfuncs, "-noblendsubtract", false);
        vid.support.ext_blend_func_separate = GL_CheckExtension("GL_EXT_blend_func_separate", blendfuncseparatefuncs, "-noblendfuncseparate", false);
@@ -967,7 +946,6 @@ void VID_CheckExtensions(void)
                vid.support.ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", extfbofuncs, "-nofbo", false);
 
        vid.support.ext_packed_depth_stencil = GL_CheckExtension("GL_EXT_packed_depth_stencil", NULL, "-nopackeddepthstencil", false);
-       vid.support.ext_stencil_two_side = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false);
        vid.support.ext_texture_3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false);
        vid.support.ext_texture_compression_s3tc = GL_CheckExtension("GL_EXT_texture_compression_s3tc", NULL, "-nos3tc", false);
        vid.support.ext_texture_edge_clamp = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false);
@@ -994,9 +972,7 @@ void VID_CheckExtensions(void)
 // COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations)
 // COMMANDLINEOPTION: GL: -noquerybuffer disables GL_ARB_query_buffer_object (which allows corona fading without synchronous rendering)
 // COMMANDLINEOPTION: GL: -nos3tc disables GL_EXT_texture_compression_s3tc (which allows use of .dds texture caching)
-// COMMANDLINEOPTION: GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
 // COMMANDLINEOPTION: GL: -noshadow disables use of GL_ARB_shadow (required for hardware shadowmap filtering)
-// COMMANDLINEOPTION: GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering)
 // COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
 // COMMANDLINEOPTION: GL: -notexture4 disables GL_AMD_texture_texture4 (which provides fetch4 sampling)
 // COMMANDLINEOPTION: GL: -notexturecompression disables GL_ARB_texture_compression (which saves video memory if it is supported, but can also degrade image quality, see gl_texturecompression cvar documentation for more information)