int vertexupdatenum;
int r_shadow_buffer_numleafpvsbytes;
-qbyte *r_shadow_buffer_leafpvs;
+unsigned char *r_shadow_buffer_leafpvs;
int *r_shadow_buffer_leaflist;
int r_shadow_buffer_numsurfacepvsbytes;
-qbyte *r_shadow_buffer_surfacepvs;
+unsigned char *r_shadow_buffer_surfacepvs;
int *r_shadow_buffer_surfacelist;
rtexturepool_t *r_shadow_texturepool;
"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
"// written by Forest 'LordHavoc' Hale\n"
"\n"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
"uniform vec3 LightPosition;\n"
"\n"
"varying vec2 TexCoord;\n"
-"varying vec3 CubeVector;\n"
+"varying myhvec3 CubeVector;\n"
"varying vec3 LightVector;\n"
"\n"
"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
"void main(void)\n"
"{\n"
" // copy the surface texcoord\n"
-" TexCoord = vec2(gl_TextureMatrix[0] * glMultiTexCoord0);\n"
+" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
"\n"
" // transform vertex position into light attenuation/cubemap space\n"
" // (-1 to +1 across the light box)\n"
"// written by Forest 'LordHavoc' Hale\n"
"\n"
"// use half floats if available for math performance\n"
-"#ifndef GEFORCEFX\n"
-"#define half float\n"
-"#define hvec2 vec2\n"
-"#define hvec3 vec3\n"
-"#define hvec4 vec4\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
"#endif\n"
"\n"
-"uniform hvec3 LightColor;\n"
+"uniform myhvec3 LightColor;\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform half OffsetMapping_Scale;\n"
-"uniform half OffsetMapping_Bias;\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
"#endif\n"
"#ifdef USESPECULAR\n"
-"uniform half SpecularPower;\n"
+"uniform myhalf SpecularPower;\n"
"#endif\n"
"#ifdef USEFOG\n"
-"uniform half FogRangeRecip;\n"
+"uniform myhalf FogRangeRecip;\n"
"#endif\n"
-"uniform half AmbientScale;\n"
-"uniform half DiffuseScale;\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
"#ifdef USESPECULAR\n"
-"uniform half SpecularScale;\n"
+"uniform myhalf SpecularScale;\n"
"#endif\n"
"\n"
"uniform sampler2D Texture_Normal;\n"
"#endif\n"
"\n"
"varying vec2 TexCoord;\n"
-"varying vec3 CubeVector;\n"
+"varying myhvec3 CubeVector;\n"
"varying vec3 LightVector;\n"
"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
"varying vec3 EyeVector;\n"
" //\n"
" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
" // provide significant illumination, large = slow = pain.\n"
-" half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+" myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+" colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
-" hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
-" hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+" myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+" myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
"#define TexCoord TexCoordOffset\n"
"\n"
" // get the surface normal\n"
"#ifdef SURFACENORMALIZE\n"
-" hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
"#else\n"
-" hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
+" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
"#endif\n"
"\n"
" // calculate shading\n"
-" hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
-" hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
"#ifdef USESPECULAR\n"
-" hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
-" color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
"#endif\n"
"\n"
"#ifdef USECUBEFILTER\n"
" // apply light cubemap filter\n"
-" color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
+" color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
"#endif\n"
"\n"
" // calculate fragment color (apply light color and attenuation/fog scaling)\n"
-" gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
+" gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
"}\n"
;
int fragstrings_count;
const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
- vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
- fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
+ vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
+ fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
vertstrings_count = 0;
}
if (i & SHADERPERMUTATION_GEFORCEFX)
{
+ // if the extension does not exist, don't try to compile it
+ if (!gl_support_half_float)
+ continue;
vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
}
maxshadowelements = numtris * 24;
if (shadowelements)
Mem_Free(shadowelements);
- shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
+ shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
}
return shadowelements;
}
if (r_shadow_buffer_leaflist)
Mem_Free(r_shadow_buffer_leaflist);
r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
- r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
- r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
+ r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+ r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
}
if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
{
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
- r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
- r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+ r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+ r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
}
}
Mem_Free(shadowmark);
if (shadowmarklist)
Mem_Free(shadowmarklist);
- shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
- shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+ shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+ shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
shadowmarkcount = 0;
}
shadowmarkcount++;
Mem_Free(vertexupdate);
if (vertexremap)
Mem_Free(vertexremap);
- vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
- vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
vertexupdatenum = 0;
}
vertexupdatenum++;
if (maxshadowelements < nummarktris * 24)
R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+ renderstats.lights_dynamicshadowtriangles += tris;
R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
}
Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
return;
}
+ renderstats.lights_shadowtriangles += numtriangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
R_Mesh_Draw(0, numvertices, numtriangles, element3i);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtriangles;
// increment stencil if frontface is behind depthbuffer
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
}
R_Mesh_Draw(0, numvertices, numtriangles, element3i);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtriangles;
GL_LockArrays(0, 0);
}
{
int x, y, z, d;
float v[3], intensity;
- qbyte *data;
+ unsigned char *data;
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenpower = r_shadow_lightattenuationpower.value;
r_shadow_attenscale = r_shadow_lightattenuationscale.value;
#define ATTEN2DSIZE 64
#define ATTEN3DSIZE 32
- data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+ data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
for (y = 0;y < ATTEN2DSIZE;y++)
{
for (x = 0;x < ATTEN2DSIZE;x++)
static matrix4x4_t r_shadow_entitytoattenuationxyz;
// this transforms only the Z to S, and T is always 0.5
static matrix4x4_t r_shadow_entitytoattenuationz;
-// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
-static vec3_t r_shadow_entitylightcolor;
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
+static vec3_t r_shadow_entitylightcolorbase;
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorpants;
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorshirt;
static int r_shadow_lightpermutation;
static int r_shadow_lightprog;
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
GL_Clear(GL_STENCIL_BUFFER_BIT);
- c_rt_clears++;
+ renderstats.lights_clears++;
}
void R_Shadow_Stage_Lighting(int stenciltest)
m.tex[1] = R_GetTexture(r_texture_white); // diffuse
m.tex[2] = R_GetTexture(r_texture_white); // gloss
m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
- // TODO: support fog (after renderer is converted to texture fog)
- m.tex[4] = R_GetTexture(r_texture_white); // fog
+ m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog
//m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
// only add a feature to the permutation if that permutation exists
// (otherwise it might end up not using a shader at all, which looks
// worse than using less features)
+ if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
- //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
- // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
// TODO: support fog (after renderer is converted to texture fog)
if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
{
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
}
qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
//qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
//qglEnable(GL_SCISSOR_TEST);
- c_rt_scissored++;
+ renderstats.lights_scissored++;
return false;
}
extern float *rsurface_normal3f;
extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
-static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg)
{
int numverts = surface->num_vertices;
float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
float *color4f = varray_color4f + 4 * surface->num_firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (r_textureunits.integer >= 3)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = DotProduct(v, v)) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- dist = sqrt(dist);
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
else
- {
- color4f[0] = ambientcolor[0] * distintensity - reduce;
- color4f[1] = ambientcolor[1] * distintensity - reduce;
- color4f[2] = ambientcolor[2] * distintensity - reduce;
- }
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
-}
-
-static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
-{
- int numverts = surface->num_vertices;
- float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float *color4f = varray_color4f + 4 * surface->num_firstvertex;
- float dist, dot, distintensity, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ else if (r_textureunits.integer >= 2)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) > 0)
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
{
- shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ }
+ else
+ {
+ color4f[0] = ambientcolor[0] * distintensity - reduce;
+ color4f[1] = ambientcolor[1] * distintensity - reduce;
+ color4f[2] = ambientcolor[2] * distintensity - reduce;
+ }
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
else
- {
- color4f[0] = ambientcolor[0] * distintensity - reduce;
- color4f[1] = ambientcolor[1] * distintensity - reduce;
- color4f[2] = ambientcolor[2] * distintensity - reduce;
- }
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
-}
-
-static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
-{
- int numverts = surface->num_vertices;
- float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float *color4f = varray_color4f + 4 * surface->num_firstvertex;
- float dot, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ else
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) > 0)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
+ {
+ dist = sqrt(dist);
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ }
+ else
+ {
+ color4f[0] = ambientcolor[0] * distintensity - reduce;
+ color4f[1] = ambientcolor[1] * distintensity - reduce;
+ color4f[2] = ambientcolor[2] * distintensity - reduce;
+ }
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
+ }
+ else
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
int surfacelistindex;
- qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
// TODO: add direct pants/shirt rendering
- if (doambientpants || dodiffusepants)
+ if (dopants)
R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
- if (doambientshirt || dodiffuseshirt)
+ if (doshirt)
R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
- if (!doambientbase && !dodiffusebase && !dospecular)
+ if (!dobase && !dospecular)
return;
R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
}
}
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
m.pointer_vertex = rsurface_vertex3f;
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
#endif
}
}
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0, modelorg);
for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
{
- if (r_textureunits.integer >= 3)
- R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
- else if (r_textureunits.integer >= 2)
- R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
- else
- R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+ int i;
+ float *c;
+#if 1
+ // due to low fillrate on the cards this vertex lighting path is
+ // designed for, we manually cull all triangles that do not
+ // contain a lit vertex
+ int draw;
+ const int *e;
+ int newnumtriangles;
+ int *newe;
+ int newelements[3072];
+ draw = false;
+ newnumtriangles = 0;
+ newe = newelements;
+ for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+ {
+ if (newnumtriangles >= 1024)
+ {
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+ GL_LockArrays(0, 0);
+ newnumtriangles = 0;
+ newe = newelements;
+ }
+ if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
+ {
+ newe[0] = e[0];
+ newe[1] = e[1];
+ newe[2] = e[2];
+ newnumtriangles++;
+ newe += 3;
+ draw = true;
+ }
+ }
+ if (newnumtriangles >= 1)
+ {
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+ GL_LockArrays(0, 0);
+ draw = true;
+ }
+ if (!draw)
+ break;
+#else
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ if (VectorLength2(c))
+ goto goodpass;
+ break;
+goodpass:
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += surface->num_triangles;
+#endif
+ // now reduce the intensity for the next overbright pass
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ {
+ c[0] = max(0, c[0] - 1);
+ c[1] = max(0, c[1] - 1);
+ c[2] = max(0, c[2] - 1);
+ }
}
}
}
}
}
-void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
+void R_RTLight_Update(dlight_t *light, int isstatic)
{
int j, k;
float scale;
+ rtlight_t *rtlight = &light->rtlight;
R_RTLight_Uncompile(rtlight);
memset(rtlight, 0, sizeof(*rtlight));
rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
- VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
+ VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
}
int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
- qbyte *data;
+ unsigned char *data;
// compile the light
rtlight->compiled = true;
R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
- data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+ data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
rtlight->static_numleafs = numleafs;
rtlight->static_numleafpvsbytes = numleafpvsbytes;
- rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
- rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
+ rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+ rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
rtlight->static_numsurfaces = numsurfaces;
- rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
+ rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
if (numleafs)
memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
if (numleafpvsbytes)
R_Mesh_Matrix(&ent->matrix);
for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
+ renderstats.lights_shadowtriangles += mesh->numtriangles;
R_Mesh_VertexPointer(mesh->vertex3f);
GL_LockArrays(0, mesh->numverts);
if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
// increment stencil if frontface is behind depthbuffer
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
}
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
GL_LockArrays(0, 0);
}
}
}
}
-void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
{
// set up properties for rendering light onto this entity
- r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
- r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
- r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
+ r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+ r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
+ r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
+ r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
+ r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
+ r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
+ r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
}
}
if (ent == r_refdef.worldentity)
- ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
+ ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
else
- ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
+ ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
}
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
vec3_t lightcolor;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
- qbyte *leafpvs;
+ unsigned char *leafpvs;
int numlightentities;
int numshadowentities;
entity_render_t *lightentities[MAX_EDICTS];
if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
return;
- f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+ f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
VectorScale(rtlight->color, f, lightcolor);
if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
return;
return;
R_Shadow_Stage_ActiveLight(rtlight);
- c_rt_lights++;
+ renderstats.lights++;
usestencil = false;
if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
if (light->flags & flag)
R_DrawRTLight(&light->rtlight, visible);
if (r_rtdlight)
- for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
- R_DrawRTLight(&light->rtlight, visible);
+ for (lnum = 0;lnum < r_refdef.numlights;lnum++)
+ R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
R_Shadow_Stage_End();
}
rtexture_t *R_Shadow_LoadCubemap(const char *basename)
{
int i, j, cubemapsize;
- qbyte *cubemappixels, *image_rgba;
+ unsigned char *cubemappixels, *image_rgba;
rtexture_t *cubemaptexture;
char name[256];
// must start 0 so the first loadimagepixels has no requested width/height
{
cubemapsize = image_width;
// note this clears to black, so unavailable sides are black
- cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+ cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
}
// copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
if (cubemappixels)
dlight_t *R_Shadow_NewWorldLight(void)
{
dlight_t *light;
- light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+ light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
light->next = r_shadow_worldlightchain;
r_shadow_worldlightchain = light;
return light;
light->flags = flags;
Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
- R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
+ R_RTLight_Update(light, true);
}
void R_Shadow_FreeWorldLight(dlight_t *light)
void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
{
float scale = r_editlights_cursorgrid.value * 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
{
float intensity;
const dlight_t *light;
- light = calldata1;
+ light = (dlight_t *)calldata1;
intensity = 0.5;
if (light->selected)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
if (!light->shadow)
intensity *= 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
void R_Shadow_DrawLightSprites(void)
}
FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
- lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
+ lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
{
s = lightsstring;
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
- buf = Mem_Alloc(tempmempool, bufmaxchars);
+ buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
if (oldbuf)
{
if (bufchars)
}
FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".lights", sizeof (name));
- lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
+ lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
{
s = lightsstring;
// try to load a .ent file first
FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
strlcat (key, ".ent", sizeof (key));
- data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
+ data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
// and if that is not found, fall back to the bsp file entity string
if (!data)
data = r_refdef.worldmodel->brush.entities;