X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=f18154877700b8ccb0b9985f8c639502362a3c87;hb=371c215e998e4d024a4f2ad613d73e6ce81b2675;hp=ae46177ee630ff9f2d2bc877a71f7742b771c45a;hpb=954e36ea68752dab2b2d9e80728f167a3a8454c8;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index ae46177e..f1815487 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -142,26 +142,34 @@ demonstrated by the game Doom3. extern void R_Shadow_EditLights_Init(void); -typedef enum r_shadowstage_e +typedef enum r_shadow_rendermode_e { - R_SHADOWSTAGE_NONE, - R_SHADOWSTAGE_STENCIL, - R_SHADOWSTAGE_STENCILTWOSIDE, - R_SHADOWSTAGE_LIGHT_VERTEX, - R_SHADOWSTAGE_LIGHT_DOT3, - R_SHADOWSTAGE_LIGHT_GLSL, - R_SHADOWSTAGE_VISIBLEVOLUMES, - R_SHADOWSTAGE_VISIBLELIGHTING, + R_SHADOW_RENDERMODE_NONE, + R_SHADOW_RENDERMODE_ZPASS_STENCIL, + R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL, + R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE, + R_SHADOW_RENDERMODE_ZFAIL_STENCIL, + R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL, + R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE, + R_SHADOW_RENDERMODE_LIGHT_VERTEX, + R_SHADOW_RENDERMODE_LIGHT_DOT3, + R_SHADOW_RENDERMODE_LIGHT_GLSL, + R_SHADOW_RENDERMODE_VISIBLEVOLUMES, + R_SHADOW_RENDERMODE_VISIBLELIGHTING, } -r_shadowstage_t; +r_shadow_rendermode_t; -r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE; +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; -mempool_t *r_shadow_mempool; - -int maxshadowelements; +int maxshadowtriangles; int *shadowelements; +int maxshadowvertices; +float *shadowvertex3f; + int maxshadowmark; int numshadowmark; int *shadowmark; @@ -174,6 +182,7 @@ int *vertexremap; int vertexupdatenum; int r_shadow_buffer_numleafpvsbytes; +unsigned char *r_shadow_buffer_visitingleafpvs; unsigned char *r_shadow_buffer_leafpvs; int *r_shadow_buffer_leaflist; @@ -181,9 +190,16 @@ int r_shadow_buffer_numsurfacepvsbytes; unsigned char *r_shadow_buffer_surfacepvs; int *r_shadow_buffer_surfacelist; +int r_shadow_buffer_numshadowtrispvsbytes; +unsigned char *r_shadow_buffer_shadowtrispvs; +int r_shadow_buffer_numlighttrispvsbytes; +unsigned char *r_shadow_buffer_lighttrispvs; + rtexturepool_t *r_shadow_texturepool; +rtexture_t *r_shadow_attenuationgradienttexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; +rtexture_t *r_shadow_lightcorona; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -191,57 +207,68 @@ char r_shadow_mapname[MAX_QPATH]; // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; -cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; -cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; -cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; -cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"}; -cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"}; -cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"}; -cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"}; -cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"}; -cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; -cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"}; -cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"}; -cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"}; -cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"}; -cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"}; -cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"}; -cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"}; -cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"}; -cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"}; -cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"}; -cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; -cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"}; -cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"}; -cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; -cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; -cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"}; -cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; -cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"}; -cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"}; -cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"}; -cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"}; -cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"}; -cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"}; -cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; -cvar_t r_editlights = {0, "r_editlights", "0"}; -cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"}; -cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"}; -cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"}; -cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"}; -cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; - -float r_shadow_attenpower, r_shadow_attenscale; +cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; +cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; +cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; +cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; +cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; +cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; +cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; +cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; +cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; +cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; +cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; +cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"}; +cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; +cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; +cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; +cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; +cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; +cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; +cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; +cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; +cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"}; +cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"}; +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_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"}; +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 r_glsl lighting)"}; +cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"}; +cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"}; +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"}; +cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; +cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; +cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; + +// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error +#define ATTENTABLESIZE 256 +// 1D gradient, 2D circle and 3D sphere attenuation textures +#define ATTEN1DSIZE 32 +#define ATTEN2DSIZE 64 +#define ATTEN3DSIZE 32 + +static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias +static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale +static float r_shadow_attentable[ATTENTABLESIZE+1]; rtlight_t *r_shadow_compilingrtlight; -dlight_t *r_shadow_worldlightchain; +static memexpandablearray_t r_shadow_worldlightsarray; dlight_t *r_shadow_selectedlight; dlight_t r_shadow_bufferlight; vec3_t r_editlights_cursorlocation; -rtexture_t *lighttextures[5]; - extern int con_vislines; typedef struct cubemapinfo_s @@ -255,16 +282,6 @@ cubemapinfo_t; static int numcubemaps; static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; -#define SHADERPERMUTATION_SPECULAR (1<<0) -#define SHADERPERMUTATION_FOG (1<<1) -#define SHADERPERMUTATION_CUBEFILTER (1<<2) -#define SHADERPERMUTATION_OFFSETMAPPING (1<<3) -#define SHADERPERMUTATION_SURFACENORMALIZE (1<<4) -#define SHADERPERMUTATION_GEFORCEFX (1<<5) -#define SHADERPERMUTATION_COUNT (1<<6) - -GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT]; - void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); @@ -274,189 +291,31 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); void R_Shadow_EditLights_Reload_f(void); void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); -void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); - -const char *builtinshader_light_vert = -"// 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 myhvec3 CubeVector;\n" -"varying vec3 LightVector;\n" -"\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" -"uniform vec3 EyePosition;\n" -"varying vec3 EyeVector;\n" -"#endif\n" -"\n" -"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" -"\n" -"void main(void)\n" -"{\n" -" // copy the surface texcoord\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" -" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" -"\n" -" // transform unnormalized light direction into tangent space\n" -" // (we use unnormalized to ensure that it interpolates correctly and then\n" -" // normalize it per pixel)\n" -" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" -"\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" -" // transform unnormalized eye direction into tangent space\n" -" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -" // transform vertex to camera space, using ftransform to match non-VS\n" -" // rendering\n" -" gl_Position = ftransform();\n" -"}\n" -; - -const char *builtinshader_light_frag = -"// 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 myhvec3 LightColor;\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform myhalf OffsetMapping_Scale;\n" -"uniform myhalf OffsetMapping_Bias;\n" -"#endif\n" -"#ifdef USESPECULAR\n" -"uniform myhalf SpecularPower;\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform myhalf FogRangeRecip;\n" -"#endif\n" -"uniform myhalf AmbientScale;\n" -"uniform myhalf DiffuseScale;\n" -"#ifdef USESPECULAR\n" -"uniform myhalf SpecularScale;\n" -"#endif\n" -"\n" -"uniform sampler2D Texture_Normal;\n" -"uniform sampler2D Texture_Color;\n" -"#ifdef USESPECULAR\n" -"uniform sampler2D Texture_Gloss;\n" -"#endif\n" -"#ifdef USECUBEFILTER\n" -"uniform samplerCube Texture_Cube;\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform sampler2D Texture_FogMask;\n" -"#endif\n" -"\n" -"varying vec2 TexCoord;\n" -"varying myhvec3 CubeVector;\n" -"varying vec3 LightVector;\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" -"varying vec3 EyeVector;\n" -"#endif\n" -"\n" -"void main(void)\n" -"{\n" -" // attenuation\n" -" //\n" -" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" -" // center and sharp falloff at the edge, this is about the most efficient\n" -" // we can get away with as far as providing illumination.\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" -" myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" -"\n" -"#ifdef USEFOG\n" -" // apply fog\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" -" 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" -"#endif\n" -"\n" -" // get the surface normal\n" -"#ifdef SURFACENORMALIZE\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -"#else\n" -" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" -"#endif\n" -"\n" -" // calculate shading\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" -" 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 *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" -"#endif\n" -"\n" -" // calculate fragment color (apply light color and attenuation/fog scaling)\n" -" gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n" -"}\n" -; + +// VorteX: custom editor light sprites +#define EDLIGHTSPRSIZE 8 +cachepic_t *r_editlights_sprcursor; +cachepic_t *r_editlights_sprlight; +cachepic_t *r_editlights_sprnoshadowlight; +cachepic_t *r_editlights_sprcubemaplight; +cachepic_t *r_editlights_sprcubemapnoshadowlight; +cachepic_t *r_editlights_sprselection; void r_shadow_start(void) { - int i; - // use half float math where available (speed gain on NVIDIA GFFX and GF6) - if (gl_support_half_float) - Cvar_SetValue("r_shadow_glsl_usehalffloat", 1); // allocate vertex processing arrays numcubemaps = 0; + r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); - maxshadowelements = 0; + maxshadowtriangles = 0; shadowelements = NULL; + maxshadowvertices = 0; + shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; @@ -467,112 +326,34 @@ void r_shadow_start(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_visitingleafpvs = NULL; r_shadow_buffer_leafpvs = NULL; r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - r_shadow_program_light[i] = 0; - if (gl_support_fragment_shader) - { - char *vertstring, *fragstring; - int vertstrings_count; - 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, NULL); - fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - { - vertstrings_count = 0; - fragstrings_count = 0; - if (i & SHADERPERMUTATION_SPECULAR) - { - vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n"; - fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n"; - } - if (i & SHADERPERMUTATION_FOG) - { - vertstrings_list[vertstrings_count++] = "#define USEFOG\n"; - fragstrings_list[fragstrings_count++] = "#define USEFOG\n"; - } - if (i & SHADERPERMUTATION_CUBEFILTER) - { - vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n"; - fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n"; - } - if (i & SHADERPERMUTATION_OFFSETMAPPING) - { - vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n"; - fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n"; - } - if (i & SHADERPERMUTATION_SURFACENORMALIZE) - { - vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n"; - fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n"; - } - 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"; - } - vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert; - fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag; - r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); - if (!r_shadow_program_light[i]) - { - Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light"); - continue; - } - qglUseProgramObjectARB(r_shadow_program_light[i]); - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR - if (i & SHADERPERMUTATION_SPECULAR) - { - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR - } - if (i & SHADERPERMUTATION_CUBEFILTER) - { - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR - } - if (i & SHADERPERMUTATION_FOG) - { - qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR - } - } - qglUseProgramObjectARB(0); - if (fragstring) - Mem_Free(fragstring); - if (vertstring) - Mem_Free(vertstring); - } + r_shadow_buffer_numshadowtrispvsbytes = 0; + r_shadow_buffer_shadowtrispvs = NULL; + r_shadow_buffer_numlighttrispvsbytes = 0; + r_shadow_buffer_lighttrispvs = NULL; } void r_shadow_shutdown(void) { - int i; R_Shadow_UncompileWorldLights(); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - { - if (r_shadow_program_light[i]) - { - GL_Backend_FreeProgram(r_shadow_program_light[i]); - r_shadow_program_light[i] = 0; - } - } numcubemaps = 0; + r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); - maxshadowelements = 0; + maxshadowtriangles = 0; if (shadowelements) Mem_Free(shadowelements); shadowelements = NULL; + if (shadowvertex3f) + Mem_Free(shadowvertex3f); + shadowvertex3f = NULL; maxvertexupdate = 0; if (vertexupdate) Mem_Free(vertexupdate); @@ -591,6 +372,9 @@ void r_shadow_shutdown(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + if (r_shadow_buffer_visitingleafpvs) + Mem_Free(r_shadow_buffer_visitingleafpvs); + r_shadow_buffer_visitingleafpvs = NULL; if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); r_shadow_buffer_leafpvs = NULL; @@ -604,10 +388,18 @@ void r_shadow_shutdown(void) if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_surfacelist = NULL; + r_shadow_buffer_numshadowtrispvsbytes = 0; + if (r_shadow_buffer_shadowtrispvs) + Mem_Free(r_shadow_buffer_shadowtrispvs); + r_shadow_buffer_numlighttrispvsbytes = 0; + if (r_shadow_buffer_lighttrispvs) + Mem_Free(r_shadow_buffer_lighttrispvs); } void r_shadow_newmap(void) { + if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) + R_Shadow_EditLights_Reload_f(); } void R_Shadow_Help_f(void) @@ -621,33 +413,25 @@ void R_Shadow_Help_f(void) "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" "r_shadow_gloss2intensity : brightness of forced gloss\n" "r_shadow_glossintensity : brightness of textured gloss\n" -"r_shadow_lightattenuationpower : used to generate attenuation texture\n" -"r_shadow_lightattenuationscale : used to generate attenuation texture\n" +"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n" +"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n" "r_shadow_lightintensityscale : scale rendering brightness of all lights\n" +"r_shadow_lightradiusscale : scale rendering radius of all lights\n" "r_shadow_portallight : use portal visibility for static light precomputation\n" "r_shadow_projectdistance : shadow volume projection distance\n" "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n" "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n" -"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n" "r_shadow_realtime_world : use high quality world lighting mode\n" -"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" "r_shadow_realtime_world_compile : compile surface/visibility information\n" "r_shadow_realtime_world_compileshadow : compile shadow geometry\n" -"r_shadow_glsl : use OpenGL Shading Language for lighting\n" -"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n" -"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n" -"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n" -"r_shadow_glsl_usehalffloat : use lower quality lighting\n" -"r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n" "r_shadow_scissor : use scissor optimization\n" -"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" -"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" -"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n" +"r_shadow_polygonfactor : nudge shadow volumes closer/further\n" +"r_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" -"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n" -"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" +"r_showlighting : useful for performance testing; bright = slow!\n" +"r_showshadowvolumes : useful for performance testing; bright = slow!\n" "Commands:\n" "r_shadow_help : this help\n" ); @@ -657,49 +441,54 @@ void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); + Cvar_RegisterVariable(&r_shadow_usenormalmap); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); - Cvar_RegisterVariable(&r_shadow_lightattenuationpower); - Cvar_RegisterVariable(&r_shadow_lightattenuationscale); + Cvar_RegisterVariable(&r_shadow_glossexponent); + Cvar_RegisterVariable(&r_shadow_glossexact); + Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias); + Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); + Cvar_RegisterVariable(&r_shadow_lightradiusscale); Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); + Cvar_RegisterVariable(&r_shadow_frontsidecasting); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling); Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling); Cvar_RegisterVariable(&r_shadow_realtime_world); - Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows); Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); Cvar_RegisterVariable(&r_shadow_realtime_world_compile); Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); + Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp); + Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling); Cvar_RegisterVariable(&r_shadow_scissor); - Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); - Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); - Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); + Cvar_RegisterVariable(&r_shadow_culltriangles); + Cvar_RegisterVariable(&r_shadow_polygonfactor); + Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); - Cvar_RegisterVariable(&r_shadow_visiblelighting); - Cvar_RegisterVariable(&r_shadow_visiblevolumes); - Cvar_RegisterVariable(&r_shadow_glsl); - Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); - Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale); - Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias); - Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat); - Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize); + Cvar_RegisterVariable(&r_coronas); + Cvar_RegisterVariable(&r_coronas_occlusionsizescale); + Cvar_RegisterVariable(&r_coronas_occlusionquery); + Cvar_RegisterVariable(&gl_flashblend); + Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) { Cvar_SetValue("r_shadow_gloss", 2); Cvar_SetValue("r_shadow_bumpscale_basetexture", 4); } - Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f); + Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system"); R_Shadow_EditLights_Init(); - r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL); - r_shadow_worldlightchain = NULL; - maxshadowelements = 0; + Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128); + maxshadowtriangles = 0; shadowelements = NULL; + maxshadowvertices = 0; + shadowvertex3f = NULL; maxvertexupdate = 0; vertexupdate = NULL; vertexremap = NULL; @@ -710,11 +499,14 @@ void R_Shadow_Init(void) shadowmarklist = NULL; shadowmarkcount = 0; r_shadow_buffer_numleafpvsbytes = 0; + r_shadow_buffer_visitingleafpvs = NULL; r_shadow_buffer_leafpvs = NULL; r_shadow_buffer_leaflist = NULL; r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; + r_shadow_buffer_shadowtrispvs = NULL; + r_shadow_buffer_lighttrispvs = NULL; R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } @@ -738,32 +530,44 @@ matrix4x4_t matrix_attenuationz = } }; -int *R_Shadow_ResizeShadowElements(int numtris) +void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles) { // make sure shadowelements is big enough for this volume - if (maxshadowelements < numtris * 24) + if (maxshadowtriangles < numtriangles) { - maxshadowelements = numtris * 24; + maxshadowtriangles = numtriangles; if (shadowelements) Mem_Free(shadowelements); - shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); + shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24])); + } + // make sure shadowvertex3f is big enough for this volume + if (maxshadowvertices < numvertices) + { + maxshadowvertices = numvertices; + if (shadowvertex3f) + Mem_Free(shadowvertex3f); + shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6])); } - return shadowelements; } -static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) +static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles) { int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255; int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; + int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255; + int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255; if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes) { + if (r_shadow_buffer_visitingleafpvs) + Mem_Free(r_shadow_buffer_visitingleafpvs); if (r_shadow_buffer_leafpvs) Mem_Free(r_shadow_buffer_leafpvs); if (r_shadow_buffer_leaflist) Mem_Free(r_shadow_buffer_leaflist); r_shadow_buffer_numleafpvsbytes = numleafpvsbytes; - 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)); + r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); + r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes); + r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist)); } if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { @@ -772,8 +576,22 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces) if (r_shadow_buffer_surfacelist) Mem_Free(r_shadow_buffer_surfacelist); r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; - 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)); + r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes); + r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); + } + if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes) + { + if (r_shadow_buffer_shadowtrispvs) + Mem_Free(r_shadow_buffer_shadowtrispvs); + r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes; + r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes); + } + if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes) + { + if (r_shadow_buffer_lighttrispvs) + Mem_Free(r_shadow_buffer_lighttrispvs); + r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes; + r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes); } } @@ -787,8 +605,8 @@ void R_Shadow_PrepareShadowMark(int numtris) Mem_Free(shadowmark); if (shadowmarklist) Mem_Free(shadowmarklist); - shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); - shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist)); shadowmarkcount = 0; } shadowmarkcount++; @@ -801,58 +619,216 @@ void R_Shadow_PrepareShadowMark(int numtris) numshadowmark = 0; } -int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) +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 (maxvertexupdate < innumvertices) + if (projectdirection) + VectorScale(projectdirection, projectdistance, projectvector); + else + VectorClear(projectvector); + + // create the vertices + if (projectdirection) { - maxvertexupdate = innumvertices; - if (vertexupdate) - Mem_Free(vertexupdate); - if (vertexremap) - Mem_Free(vertexremap); - vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); - vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); - vertexupdatenum = 0; + 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; + } + } + } } - vertexupdatenum++; - if (vertexupdatenum == 0) + else { - vertexupdatenum = 1; - memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); - memset(vertexremap, 0, maxvertexupdate * sizeof(int)); + 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; + } + } + } } - for (i = 0;i < numshadowmarktris;i++) - shadowmark[shadowmarktris[i]] = shadowmarkcount; + 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; - for (i = 0;i < numshadowmarktris;i++) + 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 { - element = inelement3i + shadowmarktris[i] * 3; - // make sure the vertices are created - for (j = 0;j < 3;j++) + for (i = 0;i < numshadowmarktris;i++) { - if (vertexupdate[element[j]] != vertexupdatenum) + 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) { - float ratio, direction[3]; - vertexupdate[element[j]] = vertexupdatenum; - vertexremap[element[j]] = outvertices; - vertex = invertex3f + element[j] * 3; - // project one copy of the vertex to the sphere radius of the light - // (FIXME: would projecting it to the light box be better?) - VectorSubtract(vertex, projectorigin, direction); - ratio = projectdistance / VectorLength(direction); - VectorCopy(vertex, outvertex3f); - VectorMA(projectorigin, ratio, direction, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; + 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++) { @@ -861,20 +837,48 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * 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; + 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 (shadowmark[neighbortriangle[0]] != shadowmarkcount) + if (!side[0]) { remappedelement[0] = vertexremap[element[0]]; remappedelement[1] = vertexremap[element[1]]; @@ -888,7 +892,7 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * outelement3i += 6; outtriangles += 2; } - if (shadowmark[neighbortriangle[1]] != shadowmarkcount) + if (!side[1]) { remappedelement[1] = vertexremap[element[1]]; remappedelement[2] = vertexremap[element[2]]; @@ -902,7 +906,7 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * outelement3i += 6; outtriangles += 2; } - if (shadowmark[neighbortriangle[2]] != shadowmarkcount) + if (!side[2]) { remappedelement[0] = vertexremap[element[0]]; remappedelement[2] = vertexremap[element[2]]; @@ -922,468 +926,551 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * return outtriangles; } -void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) -{ - int tris, outverts; - if (projectdistance < 0.1) - { - Con_Printf("R_Shadow_Volume: projectdistance %f\n"); - return; - } - if (!numverts || !nummarktris) - return; - // make sure shadowelements is big enough for this volume - 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); -} - -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs) +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 (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0] - && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1] - && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2]) + if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs)) { // surface box entirely inside light box, no box cull - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) - if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3)) - shadowmarklist[numshadowmark++] = t; + 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 - for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3) + 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) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + shadowmarklist[numshadowmark++] = t; + } + } + else { - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) - && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) - && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) - && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) - && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) - && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) - && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; + 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]) + && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs)) + shadowmarklist[numshadowmark++] = t; + } } } } -void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) +qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs) { - rmeshstate_t m; +#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 || maxshadowvertices < numverts) + R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255); + + 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 - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); - return; + //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); } - renderstats.lights_shadowtriangles += numtriangles; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, numvertices); - if (r_shadowstage == R_SHADOWSTAGE_STENCIL) - { - // decrement stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); - R_Mesh_Draw(0, numvertices, numtriangles, element3i); - // 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); - GL_LockArrays(0, 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.lights_dynamicshadowtriangles += tris; + r_refdef.stats.lights_shadowtriangles += tris; + CHECKGLERROR + R_Mesh_VertexPointer(shadowvertex3f, 0, 0); + GL_LockArrays(0, outverts); + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) + { + // increment stencil if frontface is infront of depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + // decrement stencil if backface is infront of depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) + { + // decrement stencil if backface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + // increment stencil if frontface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + } + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + GL_LockArrays(0, 0); + CHECKGLERROR + } +} + +static void R_Shadow_MakeTextures_MakeCorona(void) +{ + float dx, dy; + int x, y, a; + unsigned char pixels[32][32][4]; + for (y = 0;y < 32;y++) + { + dy = (y - 15.5f) * (1.0f / 16.0f); + for (x = 0;x < 32;x++) + { + dx = (x - 15.5f) * (1.0f / 16.0f); + a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2))); + a = bound(0, a, 255); + pixels[y][x][0] = a; + pixels[y][x][1] = a; + pixels[y][x][2] = a; + pixels[y][x][3] = 255; + } + } + r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL); +} + +static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) +{ + float dist = sqrt(x*x+y*y+z*z); + float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways + return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101; } static void R_Shadow_MakeTextures(void) { - int x, y, z, d; - float v[3], intensity; - unsigned char *data; + int x, y, z; + float intensity, dist; + unsigned int *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 = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); - for (y = 0;y < ATTEN2DSIZE;y++) + r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value; + r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value; + data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4); + // the table includes one additional value to avoid the need to clamp indexing due to minor math errors + for (x = 0;x <= ATTENTABLESIZE;x++) { - for (x = 0;x < ATTEN2DSIZE;x++) - { - v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); - v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); - v[2] = 0; - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = bound(0, intensity, 255); - data[(y*ATTEN2DSIZE+x)*4+0] = d; - data[(y*ATTEN2DSIZE+x)*4+1] = d; - data[(y*ATTEN2DSIZE+x)*4+2] = d; - data[(y*ATTEN2DSIZE+x)*4+3] = d; - } + dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375); + intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + r_shadow_attentable[x] = bound(0, intensity, 1); } - r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); - if (r_shadow_texture3d.integer) + // 1D gradient texture + for (x = 0;x < ATTEN1DSIZE;x++) + data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); + r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + // 2D circle texture + for (y = 0;y < ATTEN2DSIZE;y++) + for (x = 0;x < ATTEN2DSIZE;x++) + data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); + r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + // 3D sphere texture + if (r_shadow_texture3d.integer && gl_texture3d) { for (z = 0;z < ATTEN3DSIZE;z++) - { for (y = 0;y < ATTEN3DSIZE;y++) - { for (x = 0;x < ATTEN3DSIZE;x++) - { - v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = bound(0, intensity, 255); - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d; - } - } - } - r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); + r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); } + else + r_shadow_attenuation3dtexture = NULL; Mem_Free(data); + + R_Shadow_MakeTextures_MakeCorona(); + + // Editor light sprites + r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor"); + r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light"); + r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow"); + r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight"); + r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight"); + r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection"); } void R_Shadow_ValidateCvars(void) { if (r_shadow_texture3d.integer && !gl_texture3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); + if (gl_ext_separatestencil.integer && !gl_support_separatestencil) + Cvar_SetValueQuick(&gl_ext_separatestencil, 0); if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } -// light currently being rendered -rtlight_t *r_shadow_rtlight; -// light filter cubemap being used by the light -static rtexture_t *r_shadow_lightcubemap; - -// this is the location of the eye in entity space -static vec3_t r_shadow_entityeyeorigin; -// this is the location of the light in entity space -static vec3_t r_shadow_entitylightorigin; -// this transforms entity coordinates to light filter cubemap coordinates -// (also often used for other purposes) -static matrix4x4_t r_shadow_entitytolight; -// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes -// of attenuation texturing in full 3D (Z result often ignored) -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_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; - -void R_Shadow_Stage_Begin(void) +void R_Shadow_RenderMode_Begin(void) { - rmeshstate_t m; - R_Shadow_ValidateCvars(); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) - || r_shadow_lightattenuationpower.value != r_shadow_attenpower - || r_shadow_lightattenuationscale.value != r_shadow_attenscale) + || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias + || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale) R_Shadow_MakeTextures(); - memset(&m, 0, sizeof(m)); + CHECKGLERROR + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); - R_Mesh_State(&m); + GL_DepthMask(false); GL_Color(0, 0, 0, 1); - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE); - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - r_shadowstage = R_SHADOWSTAGE_NONE; -} + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); -void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight) -{ - r_shadow_rtlight = rtlight; -} + r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; -void R_Shadow_Stage_Reset(void) -{ - rmeshstate_t m; - if (gl_support_stenciltwoside) - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); - if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL) - { - qglUseProgramObjectARB(0); - // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers - qglBegin(GL_TRIANGLES); - qglEnd(); - CHECKGLERROR + if (gl_ext_separatestencil.integer) + { + r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL; + r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL; } - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); -} - -void R_Shadow_Stage_StencilShadowVolumes(void) -{ - R_Shadow_Stage_Reset(); - GL_Color(1, 1, 1, 1); - GL_ColorMask(0, 0, 0, 0); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); - //if (r_shadow_shadow_polygonoffset.value != 0) - //{ - // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); - // qglEnable(GL_POLYGON_OFFSET_FILL); - //} - //else - // qglDisable(GL_POLYGON_OFFSET_FILL); - qglDepthFunc(GL_LESS); - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglEnable(GL_STENCIL_TEST); - qglStencilFunc(GL_ALWAYS, 128, ~0); - if (gl_ext_stenciltwoside.integer) - { - r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE; - qglDisable(GL_CULL_FACE); - qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); - qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces - qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces - qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + else if (gl_ext_stenciltwoside.integer) + { + r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE; + r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE; } else { - r_shadowstage = R_SHADOWSTAGE_STENCIL; - qglEnable(GL_CULL_FACE); - qglStencilMask(~0); - // this is changed by every shadow render so its value here is unimportant - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL; + r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL; } - GL_Clear(GL_STENCIL_BUFFER_BIT); - renderstats.lights_clears++; + + if (r_glsl.integer && gl_support_fragment_shader) + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; + else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil) + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3; + else + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; } -void R_Shadow_Stage_Lighting(int stenciltest) +void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) { - rmeshstate_t m; - R_Shadow_Stage_Reset(); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); + rsurface.rtlight = rtlight; +} + +void R_Shadow_RenderMode_Reset(void) +{ + CHECKGLERROR + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE) + { + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + } + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + GL_DepthRange(0, 1); GL_DepthTest(true); - qglPolygonOffset(0, 0); - //qglDisable(GL_POLYGON_OFFSET_FILL); + GL_DepthMask(false); + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + GL_CullFace(r_refdef.view.cullface_back); GL_Color(1, 1, 1, 1); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - qglDepthFunc(GL_EQUAL); - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglEnable(GL_CULL_FACE); - if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE) - qglEnable(GL_STENCIL_TEST); - else - qglDisable(GL_STENCIL_TEST); - qglStencilMask(~0); - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - // only draw light where this geometry was already rendered AND the - // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, ~0); - if (r_shadow_glsl.integer && r_shadow_program_light[0]) - { - r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - m.pointer_texcoord[0] = varray_texcoord2f[0]; - m.pointer_texcoord3f[1] = varray_svector3f; - m.pointer_texcoord3f[2] = varray_tvector3f; - m.pointer_texcoord3f[3] = varray_normal3f; - m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal - 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 - 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); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - CHECKGLERROR - r_shadow_lightpermutation = 0; - // 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 (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]) - r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE]) - r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE; - if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX]) - r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX; - r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation]; - qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR - // TODO: support fog (after renderer is converted to texture fog) - if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG) - { - 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 - if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR) - { - qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR - qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR - } - //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR - //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR - //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) - //{ - // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR - //} - if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING) - { - qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR - qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR - } + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_SetupGenericShader(false); +} + +void R_Shadow_ClearStencil(void) +{ + CHECKGLERROR + GL_Clear(GL_STENCIL_BUFFER_BIT); + r_refdef.stats.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; + CHECKGLERROR + R_Shadow_RenderMode_Reset(); + GL_ColorMask(0, 0, 0, 0); + GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR + R_SetupDepthOrShadowShader(); + qglDepthFunc(GL_LESS);CHECKGLERROR + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + r_shadow_rendermode = mode; + switch(mode) + { + default: + break; + case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL: + GL_CullFace(GL_NONE); + qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + break; + case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL: + GL_CullFace(GL_NONE); + qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + break; + case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE: + GL_CullFace(GL_NONE); + qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + break; + case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE: + GL_CullFace(GL_NONE); + qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + break; } - else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil) - r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3; - else - r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX; } -void R_Shadow_Stage_VisibleShadowVolumes(void) +void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) +{ + CHECKGLERROR + R_Shadow_RenderMode_Reset(); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + if (!transparent) + { + qglDepthFunc(GL_EQUAL);CHECKGLERROR + } + if (stenciltest) + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + // only draw light where this geometry was already rendered AND the + // stencil is 128 (values other than this mean shadow) + qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR + } + r_shadow_rendermode = r_shadow_lightingrendermode; + // do global setup needed for the chosen lighting mode + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + { + R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); + } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX) + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); +} + +void R_Shadow_RenderMode_VisibleShadowVolumes(void) { - R_Shadow_Stage_Reset(); + CHECKGLERROR + R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(r_shadow_visiblevolumes.integer < 2); - qglPolygonOffset(0, 0); - GL_Color(0.0, 0.0125, 0.1, 1); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - qglDepthFunc(GL_GEQUAL); - qglCullFace(GL_FRONT); // this culls back - qglDisable(GL_CULL_FACE); - qglDisable(GL_STENCIL_TEST); - r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES; + 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_Stage_VisibleLighting(int stenciltest) +void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent) { - R_Shadow_Stage_Reset(); + CHECKGLERROR + R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(r_shadow_visiblelighting.integer < 2); - qglPolygonOffset(0, 0); - GL_Color(0.1, 0.0125, 0, 1); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - qglDepthFunc(GL_EQUAL); - qglCullFace(GL_FRONT); // this culls back - qglEnable(GL_CULL_FACE); + GL_DepthRange(0, 1); + GL_DepthTest(r_showlighting.integer < 2); + GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1); + if (!transparent) + { + qglDepthFunc(GL_EQUAL);CHECKGLERROR + } if (stenciltest) - qglEnable(GL_STENCIL_TEST); - else - qglDisable(GL_STENCIL_TEST); - r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING; + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR + } + r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } -void R_Shadow_Stage_End(void) +void R_Shadow_RenderMode_End(void) { - R_Shadow_Stage_Reset(); - R_Shadow_Stage_ActiveLight(NULL); - GL_BlendFunc(GL_ONE, GL_ZERO); + CHECKGLERROR + R_Shadow_RenderMode_Reset(); + R_Shadow_RenderMode_ActiveLight(NULL); GL_DepthMask(true); - GL_DepthTest(true); - qglPolygonOffset(0, 0); - //qglDisable(GL_POLYGON_OFFSET_FILL); - GL_Color(1, 1, 1, 1); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - qglDepthFunc(GL_LEQUAL); - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglDisable(GL_STENCIL_TEST); - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - if (gl_support_stenciltwoside) - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); - qglStencilMask(~0); - qglStencilFunc(GL_ALWAYS, 128, ~0); - r_shadowstage = R_SHADOWSTAGE_NONE; + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } +int bboxedges[12][2] = +{ + // top + {0, 1}, // +X + {0, 2}, // +Y + {1, 3}, // Y, +X + {2, 3}, // X, +Y + // bottom + {4, 5}, // +X + {4, 6}, // +Y + {5, 7}, // Y, +X + {6, 7}, // X, +Y + // verticals + {0, 4}, // +Z + {1, 5}, // X, +Z + {2, 6}, // Y, +Z + {3, 7}, // XY, +Z +}; + qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { int i, ix1, iy1, ix2, iy2; float x1, y1, x2, y2; vec4_t v, v2; - rmesh_t mesh; - mplane_t planes[11]; - float vertex3f[256*3]; + float vertex[20][3]; + int j, k; + vec4_t plane4f; + int numvertices; + float corner[8][4]; + float dist[8]; + int sign[8]; + float f; + + if (!r_shadow_scissor.integer) + return false; // if view is inside the light box, just say yes it's visible - if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) + if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs)) { - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); return false; } - // create a temporary brush describing the area the light can affect in worldspace - VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist; - VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist; - VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist; - VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist; - VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist; - VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0]; - VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0]; - VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1]; - VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1]; - VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2]; - VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2]; - - // turn the brush into a mesh - memset(&mesh, 0, sizeof(rmesh_t)); - mesh.maxvertices = 256; - mesh.vertex3f = vertex3f; - mesh.epsilon2 = (1.0f / (32.0f * 32.0f)); - R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes); - - // if that mesh is empty, the light is not visible at all - if (!mesh.numvertices) - return true; + x1 = y1 = x2 = y2 = 0; - if (!r_shadow_scissor.integer) - return false; + // transform all corners that are infront of the nearclip plane + VectorNegate(r_refdef.view.frustum[4].normal, plane4f); + plane4f[3] = r_refdef.view.frustum[4].dist; + numvertices = 0; + for (i = 0;i < 8;i++) + { + Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1); + dist[i] = DotProduct4(corner[i], plane4f); + sign[i] = dist[i] > 0; + if (!sign[i]) + { + VectorCopy(corner[i], vertex[numvertices]); + numvertices++; + } + } + // if some points are behind the nearclip, add clipped edge points to make + // sure that the scissor boundary is complete + if (numvertices > 0 && numvertices < 8) + { + // add clipped edge points + for (i = 0;i < 12;i++) + { + j = bboxedges[i][0]; + k = bboxedges[i][1]; + if (sign[j] != sign[k]) + { + f = dist[j] / (dist[j] - dist[k]); + VectorLerp(corner[j], f, corner[k], vertex[numvertices]); + numvertices++; + } + } + } + + // if we have no points to check, the light is behind the view plane + if (!numvertices) + return true; - // if that mesh is not empty, check what area of the screen it covers + // if we have some points to transform, check what screen area is covered x1 = y1 = x2 = y2 = 0; v[3] = 1.0f; - for (i = 0;i < mesh.numvertices;i++) + //Con_Printf("%i vertices to transform...\n", numvertices); + for (i = 0;i < numvertices;i++) { - VectorCopy(mesh.vertex3f + i * 3, v); + VectorCopy(vertex[i], v); GL_TransformToScreen(v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); if (i) @@ -1401,174 +1488,210 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) } // now convert the scissor rectangle to integer screen coordinates - ix1 = x1 - 1.0f; - iy1 = y1 - 1.0f; - ix2 = x2 + 1.0f; - iy2 = y2 + 1.0f; + ix1 = (int)(x1 - 1.0f); + iy1 = (int)(y1 - 1.0f); + ix2 = (int)(x2 + 1.0f); + iy2 = (int)(y2 + 1.0f); //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); // clamp it to the screen - if (ix1 < r_view_x) ix1 = r_view_x; - if (iy1 < r_view_y) iy1 = r_view_y; - if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width; - if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height; + if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x; + if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y; + if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width; + if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height; // if it is inside out, it's not visible if (ix2 <= ix1 || iy2 <= iy1) return true; // the light area is visible, set up the scissor rectangle - GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1); - //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - //qglEnable(GL_SCISSOR_TEST); - renderstats.lights_scissored++; + GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1); + //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR + //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR + r_refdef.stats.lights_scissored++; return false; } -extern float *rsurface_vertex3f; -extern float *rsurface_svector3f; -extern float *rsurface_tvector3f; -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_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg) +static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor) { - 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 *vertex3f = rsurface.vertex3f + 3 * firstvertex; + float *normal3f = rsurface.normal3f + 3 * firstvertex; + float *color4f = rsurface.array_color4f + 4 * firstvertex; float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - 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; - if (fogenabled) + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f); + } + else + VectorCopy(ambientcolor, color4f); + if (r_refdef.fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + float f; + f = FogPoint_Model(vertex3f); VectorScale(color4f, f, color4f); } + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + VectorCopy(ambientcolor, color4f); + if (r_refdef.fogenabled) + { + float f; + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } else if (r_textureunits.integer >= 2) { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - 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(&rsurface.entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - 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; + Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + } + else + { + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + } + if (r_refdef.fogenabled) + { + float f; + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } } else + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - 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); + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + if (r_refdef.fogenabled) + { + float f; + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } else { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - 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_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) > 0) + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - 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 = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); + Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + } + else + { + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + } + if (r_refdef.fogenabled) + { + float f; + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } } else + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); + if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - 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); + distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + if (r_refdef.fogenabled) + { + float f; + f = FogPoint_Model(vertex3f); + VectorScale(color4f, f, color4f); + } } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } } // TODO: use glTexGen instead of feeding vertices to texcoordpointer? -#define USETEXMATRIX - -#ifndef USETEXMATRIX -// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually -// if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE -static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) -{ - do - { - tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3]; - tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3]; - tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3]; - vertex3f += 3; - tc3f += 3; - } - while (--numverts); -} - -static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) -{ - do - { - tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3]; - tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3]; - vertex3f += 3; - tc2f += 2; - } - while (--numverts); -} -#endif -static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) +static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i) { int i; + float *out3f = rsurface.array_texcoord3f + 3 * firstvertex; + const float *vertex3f = rsurface.vertex3f + 3 * firstvertex; + const float *svector3f = rsurface.svector3f + 3 * firstvertex; + const float *tvector3f = rsurface.tvector3f + 3 * firstvertex; + const float *normal3f = rsurface.normal3f + 3 * firstvertex; float lightdir[3]; - for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { - VectorSubtract(vertex3f, relativelightorigin, lightdir); + VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir); // the cubemap normalizes this for us out3f[0] = DotProduct(svector3f, lightdir); out3f[1] = DotProduct(tvector3f, lightdir); @@ -1576,15 +1699,20 @@ static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numver } } -static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) +static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i) { int i; + float *out3f = rsurface.array_texcoord3f + 3 * firstvertex; + const float *vertex3f = rsurface.vertex3f + 3 * firstvertex; + const float *svector3f = rsurface.svector3f + 3 * firstvertex; + const float *tvector3f = rsurface.tvector3f + 3 * firstvertex; + const float *normal3f = rsurface.normal3f + 3 * firstvertex; float lightdir[3], eyedir[3], halfdir[3]; - for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { - VectorSubtract(vertex3f, relativelightorigin, lightdir); + VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir); VectorNormalize(lightdir); - VectorSubtract(vertex3f, relativeeyeorigin, eyedir); + VectorSubtract(rsurface.modelorg, vertex3f, eyedir); VectorNormalize(eyedir); VectorAdd(lightdir, eyedir, halfdir); // the cubemap normalizes this for us @@ -1594,960 +1722,909 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg) +static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes - int surfacelistindex; - rmeshstate_t m; - 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 dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; - if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular) - return; - GL_Color(0.1, 0.025, 0, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); +} + +static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +{ + // ARB2 GLSL shader path (GFFX5200, Radeon 9500) + R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); + if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + else + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); + R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); + R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); + if (rsurface.texture->backgroundcurrentskinframe) { - const msurface_t *surface = surfacelist[surfacelistindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle); - GL_LockArrays(0, 0); + R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); + R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); + R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); + } + //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); + R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); + if(rsurface.texture->colormapping) + { + R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + } + R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture)); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + qglDepthFunc(GL_EQUAL);CHECKGLERROR + } + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR } } -static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg) +static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b) { - // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - int surfacelistindex; - 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 (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 (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 (!dobase && !dospecular) - return; - R_Mesh_TexMatrix(0, &texture->currenttexmatrix); - R_Mesh_TexBind(0, R_GetTexture(normalmaptexture)); - R_Mesh_TexBind(1, R_GetTexture(basetexture)); - R_Mesh_TexBind(2, R_GetTexture(glosstexture)); - if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR) + // shared final code for all the dot3 layers + int renders; + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); + for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) + { + GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + } +} + +static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +{ + rmeshstate_t m; + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + GL_Color(1,1,1,1); + if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4) + { + // 3 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + m.tex[1] = R_GetTexture(basetexture); + m.pointer_texcoord[1] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[1] = rsurface.texture->currenttexmatrix; + m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; + m.texmatrix[2] = rsurface.entitytolight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2) + { + // 2 3D combine path (Geforce3, original Radeon) + memset(&m, 0, sizeof(m)); + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + m.tex[1] = R_GetTexture(basetexture); + m.pointer_texcoord[1] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[1] = rsurface.texture->currenttexmatrix; + GL_BlendFunc(GL_ONE, GL_ONE); + } + else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube) { - qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR + // 4 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; + m.tex[2] = R_GetTexture(basetexture); + m.pointer_texcoord[2] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[2] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[3] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset; + m.texmatrix[3] = rsurface.entitytolight; + } + GL_BlendFunc(GL_ONE, GL_ONE); + } + else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube) + { + // 3 2D combine path (Geforce3, original Radeon) + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; + m.tex[2] = R_GetTexture(basetexture); + m.pointer_texcoord[2] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[2] = rsurface.texture->currenttexmatrix; + GL_BlendFunc(GL_ONE, GL_ONE); } - qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + else { - const msurface_t *surface = surfacelist[surfacelistindex]; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - if (!rsurface_svector3f) + // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); - 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); - GL_LockArrays(0, 0); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } + // this final code is shared + R_Mesh_TextureState(&m); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg) +static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) { - // ARB path (any Geforce, any Radeon) - int surfacelistindex; - int renders; - float color2[3], colorscale; rmeshstate_t m; - 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 dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; - // TODO: add direct pants/shirt rendering - if (doambientpants || dodiffusepants) - R_Shadow_RenderSurfacesLighting_Light_Dot3(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) - R_Shadow_RenderSurfacesLighting_Light_Dot3(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) - return; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + GL_Color(1,1,1,1); + // generate normalization cubemap texcoords + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i); + if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { - const msurface_t *surface = surfacelist[surfacelistindex]; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - if (!rsurface_svector3f) + // 3/2 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; + m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; + m.texmatrix[2] = rsurface.entitytoattenuationxyz; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } - if (doambientbase) + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube) + { + // 1/2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; + R_Mesh_TextureState(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - GL_Color(1,1,1,1); - colorscale = r_shadow_rtlight->ambientscale; - // colorscale accounts for how much we multiply the brightness - // during combine. - // - // mult is how many times the final pass of the lighting will be - // performed to get more brightness than otherwise possible. - // - // Limit mult to 64 for sanity sake. - if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4) - { - // 3 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[1] = texture->currenttexmatrix; - m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2) - { - // 2 3D combine path (Geforce3, original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[1] = texture->currenttexmatrix; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube) - { - // 4 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[2] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[3] = rsurface_vertex3f; - m.texmatrix[3] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[3] = varray_texcoord3f[3]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_ONE, GL_ONE); - } - else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube) - { - // 3 2D combine path (Geforce3, original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[2] = texture->currenttexmatrix; - GL_BlendFunc(GL_ONE, GL_ONE); - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - // this final code is shared - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; } - if (dodiffusebase) + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube) + { + // 2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationxyz; + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_textureunits.integer >= 4) + { + // 4/2 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; + m.texmatrix[2] = rsurface.entitytoattenuationxyz; + m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[3] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset; + m.texmatrix[3] = rsurface.entitytoattenuationz; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) { - GL_Color(1,1,1,1); - colorscale = r_shadow_rtlight->diffusescale; - // colorscale accounts for how much we multiply the brightness - // during combine. - // - // mult is how many times the final pass of the lighting will be - // performed to get more brightness than otherwise possible. - // - // Limit mult to 64 for sanity sake. - if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) - { - // 3/2 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[2] = varray_texcoord3f[2]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube) + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else + { + // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(normalmaptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; + R_Mesh_TextureState(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + // this final code is shared + R_Mesh_TextureState(&m); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); +} + +static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) +{ + float glossexponent; + rmeshstate_t m; + // FIXME: detect blendsquare! + //if (!gl_support_blendsquare) + // return; + GL_Color(1,1,1,1); + // generate normalization cubemap texcoords + R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i); + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube) + { + // 2/0/0/1/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second and third pass + R_Mesh_ResetTextureState(); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // fourth pass + memset(&m, 0, sizeof(m)); + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + R_Mesh_TextureState(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // fifth pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second and third pass + R_Mesh_ResetTextureState(); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // fourth pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationxyz; + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + else + { + // 2/0/0/2/2 2D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(normalmaptexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; + R_Mesh_TextureState(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // second and third pass + R_Mesh_ResetTextureState(); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // fourth pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; + m.texmatrix[0] = rsurface.entitytoattenuationxyz; + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytoattenuationz; + R_Mesh_TextureState(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject); + + // fifth pass + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) + { + m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap); + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; + m.texmatrix[1] = rsurface.entitytolight; + } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + } + // this final code is shared + R_Mesh_TextureState(&m); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); +} + +static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +{ + // ARB path (any Geforce, any Radeon) + qboolean doambient = ambientscale > 0; + qboolean dodiffuse = diffusescale > 0; + qboolean dospecular = specularscale > 0; + if (!doambient && !dodiffuse && !dospecular) + return; + R_Mesh_ColorPointer(NULL, 0, 0); + if (doambient) + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale); + if (dodiffuse) + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); + if (dopants) + { + if (doambient) + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale); + if (dodiffuse) + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); + } + if (doshirt) + { + if (doambient) + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale); + if (dodiffuse) + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); + } + if (dospecular) + R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale); +} + +static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) +{ + int renders; + int i; + int stop; + int newfirstvertex; + int newlastvertex; + int newnumtriangles; + int *newe; + const int *e; + float *c; + int maxtriangles = 4096; + int newelements[4096*3]; + R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2); + for (renders = 0;renders < 64;renders++) + { + stop = true; + newfirstvertex = 0; + newlastvertex = 0; + newnumtriangles = 0; + newe = newelements; + // 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 + // this builds batches of triangles from multiple surfaces and + // renders them at once + for (i = 0, e = element3i;i < numtriangles;i++, e += 3) + { + if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01) { - // 1/2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) + if (newnumtriangles) { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif + newfirstvertex = min(newfirstvertex, e[0]); + newlastvertex = max(newlastvertex, e[0]); } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube) - { - // 2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_textureunits.integer >= 4) - { - // 4/2 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.texmatrix[2] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[3] = rsurface_vertex3f; - m.texmatrix[3] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[3] = varray_texcoord2f[3]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) + else { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif + newfirstvertex = e[0]; + newlastvertex = e[0]; } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) + newfirstvertex = min(newfirstvertex, e[1]); + newlastvertex = max(newlastvertex, e[1]); + newfirstvertex = min(newfirstvertex, e[2]); + newlastvertex = max(newlastvertex, e[2]); + newe[0] = e[0]; + newe[1] = e[1]; + newe[2] = e[2]; + newnumtriangles++; + newe += 3; + if (newnumtriangles >= maxtriangles) { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0); + newnumtriangles = 0; + newe = newelements; + stop = false; } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - // this final code is shared - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); } - GL_LockArrays(0, 0); } - if (dospecular) + if (newnumtriangles >= 1) + { + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0); + stop = false; + } + // if we couldn't find any lit triangles, exit early + if (stop) + break; + // now reduce the intensity for the next overbright pass + // we have to clamp to 0 here incase the drivers have improper + // handling of negative colors + // (some old drivers even have improper handling of >1 color) + stop = true; + for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4) { - // FIXME: detect blendsquare! - //if (gl_support_blendsquare) + if (c[0] > 1 || c[1] > 1 || c[2] > 1) { - colorscale = specularscale; - GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! - { - // 2/0/0/1/2 3D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[0] = varray_texcoord3f[0]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! - { - // 2/0/0/2 3D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - else - { - // 2/0/0/2/2 2D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); - R_Mesh_State(&m); - GL_ColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - GL_LockArrays(0, 0); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.texmatrix[0] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - R_Mesh_State(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - 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); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = rsurface_vertex3f; - m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; - if (r_shadow_lightcubemap != r_texture_whitecube) - { - m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap); -#ifdef USETEXMATRIX - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.texmatrix[1] = r_shadow_entitytolight; -#else - m.pointer_texcoord3f[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight); -#endif - } - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - } - R_Mesh_State(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); + c[0] = max(0, c[0] - 1); + c[1] = max(0, c[1] - 1); + c[2] = max(0, c[2] - 1); + stop = false; } + else + VectorClear(c); } + // another check... + if (stop) + break; } } -static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg) +static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { - int surfacelistindex; - int renders; - float ambientcolor2[3], diffusecolor2[3]; + // OpenGL 1.1 path (anything) + float ambientcolorbase[3], diffusecolorbase[3]; + float ambientcolorpants[3], diffusecolorpants[3]; + float ambientcolorshirt[3], diffusecolorshirt[3]; rmeshstate_t m; - 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 dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black; - // TODO: add direct pants/shirt rendering - if (doambientpants || dodiffusepants) - R_Shadow_RenderSurfacesLighting_Light_Vertex(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) - R_Shadow_RenderSurfacesLighting_Light_Vertex(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) - return; - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2); - GL_BlendFunc(GL_ONE, GL_ONE); + VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase); + VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase); + VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants); + VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants); + VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt); + VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; if (r_textureunits.integer >= 2) { - // voodoo2 + // voodoo2 or TNT m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.texmatrix[1] = r_shadow_entitytoattenuationxyz; -#else - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif + m.texmatrix[1] = rsurface.entitytoattenuationxyz; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; if (r_textureunits.integer >= 3) { - // Geforce3/Radeon class but not using dot3 + // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); -#ifdef USETEXMATRIX - m.texmatrix[2] = r_shadow_entitytoattenuationz; -#else - m.pointer_texcoord[2] = varray_texcoord2f[2]; - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif + m.texmatrix[2] = rsurface.entitytoattenuationz; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; } } - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + R_Mesh_TextureState(&m); + //R_Mesh_TexBind(0, R_GetTexture(basetexture)); + R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); + if (dopants) + { + R_Mesh_TexBind(0, R_GetTexture(pantstexture)); + R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants); + } + if (doshirt) + { + R_Mesh_TexBind(0, R_GetTexture(shirttexture)); + R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt); + } +} + +extern cvar_t gl_lightmaps; +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject) +{ + float ambientscale, diffusescale, specularscale; + vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; + rtexture_t *nmap; + // calculate colors to render this texture with + lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0]; + lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1]; + lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2]; + ambientscale = rsurface.rtlight->ambientscale; + diffusescale = rsurface.rtlight->diffusescale; + specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; + if (!r_shadow_usenormalmap.integer) + { + ambientscale += 1.0f * diffusescale; + diffusescale = 0; + specularscale = 0; + } + if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + return; + RSurf_SetupDepthAndCulling(); + nmap = rsurface.texture->currentskinframe->nmap; + if (gl_lightmaps.integer) + nmap = r_texture_blanknormalmap; + if (rsurface.texture->colormapping && !gl_lightmaps.integer) { - const msurface_t *surface = surfacelist[surfacelistindex]; - const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - if (!rsurface_svector3f) + qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f); + qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f); + if (dopants) { - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0]; + lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1]; + lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2]; } - // OpenGL 1.1 path (anything) - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexMatrix(0, &texture->currenttexmatrix); - if (r_textureunits.integer >= 2) + else + VectorClear(lightcolorpants); + if (doshirt) { - // voodoo2 or TNT -#ifdef USETEXMATRIX - R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f); -#else - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz); -#endif - if (r_textureunits.integer >= 3) - { - // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) -#ifdef USETEXMATRIX - R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f); -#else - R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz); -#endif - } + lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0]; + lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1]; + lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2]; } - 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++) + else + VectorClear(lightcolorshirt); + switch (r_shadow_rendermode) { - 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; + case R_SHADOW_RENDERMODE_VISIBLELIGHTING: + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + break; + case R_SHADOW_RENDERMODE_LIGHT_GLSL: + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + break; + case R_SHADOW_RENDERMODE_LIGHT_DOT3: + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX: + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + break; + default: + Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); 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); -#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_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg) -{ - // FIXME: support MATERIALFLAG_NODEPTHTEST - switch (r_shadowstage) + else { - case R_SHADOWSTAGE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); - break; - case R_SHADOWSTAGE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); - break; - case R_SHADOWSTAGE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); - break; - case R_SHADOWSTAGE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); - break; - default: - Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage); - break; + switch (r_shadow_rendermode) + { + case R_SHADOW_RENDERMODE_VISIBLELIGHTING: + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + break; + case R_SHADOW_RENDERMODE_LIGHT_GLSL: + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + break; + case R_SHADOW_RENDERMODE_LIGHT_DOT3: + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + break; + case R_SHADOW_RENDERMODE_LIGHT_VERTEX: + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + break; + default: + Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); + break; + } } } -void R_RTLight_Update(dlight_t *light, int isstatic) +void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { - int j, k; - float scale; - rtlight_t *rtlight = &light->rtlight; + matrix4x4_t tempmatrix = *matrix; + Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1); + + // if this light has been compiled before, free the associated data R_RTLight_Uncompile(rtlight); + + // clear it completely to avoid any lingering data memset(rtlight, 0, sizeof(*rtlight)); - VectorCopy(light->origin, rtlight->shadoworigin); - VectorCopy(light->color, rtlight->color); - rtlight->radius = light->radius; + // copy the properties + rtlight->matrix_lighttoworld = tempmatrix; + Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix); + Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin); + rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix); + VectorCopy(color, rtlight->color); + rtlight->cubemapname[0] = 0; + if (cubemapname && cubemapname[0]) + strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname)); + rtlight->shadow = shadow; + rtlight->corona = corona; + rtlight->style = style; + rtlight->isstatic = isstatic; + rtlight->coronasizescale = coronasizescale; + rtlight->ambientscale = ambientscale; + rtlight->diffusescale = diffusescale; + rtlight->specularscale = specularscale; + rtlight->flags = flags; + + // compute derived data //rtlight->cullradius = rtlight->radius; //rtlight->cullradius2 = rtlight->radius * rtlight->radius; rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; @@ -2556,42 +2633,19 @@ void R_RTLight_Update(dlight_t *light, int isstatic) rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; - rtlight->cubemapname[0] = 0; - if (light->cubemapname[0]) - strcpy(rtlight->cubemapname, light->cubemapname); - else if (light->cubemapnum > 0) - sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum); - rtlight->shadow = light->shadow; - rtlight->corona = light->corona; - rtlight->style = light->style; - rtlight->isstatic = isstatic; - rtlight->coronasizescale = light->coronasizescale; - rtlight->ambientscale = light->ambientscale; - rtlight->diffusescale = light->diffusescale; - rtlight->specularscale = light->specularscale; - rtlight->flags = light->flags; - Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix); - // ConcatScale won't work here because this needs to scale rotate and - // translate, not just rotate - scale = 1.0f / rtlight->radius; - for (k = 0;k < 3;k++) - for (j = 0;j < 4;j++) - rtlight->matrix_worldtolight.m[k][j] *= scale; - - 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 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light); - rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2; } // compiles rtlight geometry // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces; - entity_render_t *ent = r_refdef.worldentity; - model_t *model = r_refdef.worldmodel; + int i; + int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes; + int lighttris, shadowtris, shadowzpasstris, shadowzfailtris; + 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; @@ -2612,24 +2666,34 @@ void R_RTLight_Compile(rtlight_t *rtlight) { // this variable must be set for the CompileShadowVolume code r_shadow_compilingrtlight = rtlight; - 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); + R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles); + 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); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; - data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces); + numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; + numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; + data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes); + rtlight->static_numsurfaces = numsurfaces; + rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces; rtlight->static_numleafs = numleafs; - rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs; + rtlight->static_numleafpvsbytes = numleafpvsbytes; rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes; - rtlight->static_numsurfaces = numsurfaces; - rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces; - if (numleafs) + rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes; + rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes; + rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes; + rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes; + if (rtlight->static_numsurfaces) + memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); + if (rtlight->static_numleafs) memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist)); - if (numleafpvsbytes) + if (rtlight->static_numleafpvsbytes) memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes); - if (numsurfaces) - memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist)); + if (rtlight->static_numshadowtrispvsbytes) + memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes); + if (rtlight->static_numlighttrispvsbytes) + memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes); if (model->CompileShadowVolume && rtlight->shadow) - model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); // now we're done compiling the rtlight r_shadow_compilingrtlight = NULL; } @@ -2639,161 +2703,386 @@ void R_RTLight_Compile(rtlight_t *rtlight) //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); - shadowmeshes = 0; + 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++) + if (CHECKPVSBIT(rtlight->static_lighttrispvs, i)) + lighttris++; + shadowtris = 0; - if (rtlight->static_meshchain_shadow) - { - shadowmesh_t *mesh; - for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) - { - shadowmeshes++; - shadowtris += mesh->numtriangles; - } - } + if (rtlight->static_numlighttrispvsbytes) + for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++) + if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i)) + shadowtris++; - Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes); + if (developer.integer >= 10) + Con_Printf("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); } void R_RTLight_Uncompile(rtlight_t *rtlight) { if (rtlight->compiled) { - if (rtlight->static_meshchain_shadow) - Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow); - rtlight->static_meshchain_shadow = NULL; + 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; // these allocations are grouped - if (rtlight->static_leaflist) - Mem_Free(rtlight->static_leaflist); + if (rtlight->static_surfacelist) + Mem_Free(rtlight->static_surfacelist); rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; rtlight->static_leafpvs = NULL; rtlight->static_numsurfaces = 0; rtlight->static_surfacelist = NULL; + rtlight->static_numshadowtrispvsbytes = 0; + rtlight->static_shadowtrispvs = NULL; + rtlight->static_numlighttrispvsbytes = 0; + rtlight->static_lighttrispvs = NULL; rtlight->compiled = false; } } void R_Shadow_UncompileWorldLights(void) { + size_t lightindex; dlight_t *light; - for (light = r_shadow_worldlightchain;light;light = light->next) + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; R_RTLight_Uncompile(&light->rtlight); + } +} + +void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) +{ + int i, j; + mplane_t plane; + // reset the count of frustum planes + // see rsurface.rtlight_frustumplanes definition for how much this array + // can hold + rsurface.rtlight_numfrustumplanes = 0; + + // haven't implemented a culling path for ortho rendering + if (!r_refdef.view.useperspective) + { + // check if the light is on screen and copy the 4 planes if it is + for (i = 0;i < 4;i++) + if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) + break; + if (i == 4) + for (i = 0;i < 4;i++) + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; + return; + } + +#if 1 + // generate a deformed frustum that includes the light origin, this is + // used to cull shadow casting surfaces that can not possibly cast a + // shadow onto the visible light-receiving surfaces, which can be a + // performance gain + // + // if the light origin is onscreen the result will be 4 planes exactly + // if the light origin is offscreen on only one axis the result will + // be exactly 5 planes (split-side case) + // if the light origin is offscreen on two axes the result will be + // exactly 4 planes (stretched corner case) + for (i = 0;i < 4;i++) + { + // quickly reject standard frustum planes that put the light + // origin outside the frustum + if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) + continue; + // copy the plane + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; + } + // if all the standard frustum planes were accepted, the light is onscreen + // otherwise we need to generate some more planes below... + if (rsurface.rtlight_numfrustumplanes < 4) + { + // at least one of the stock frustum planes failed, so we need to + // create one or two custom planes to enclose the light origin + for (i = 0;i < 4;i++) + { + // create a plane using the view origin and light origin, and a + // single point from the frustum corner set + TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal); + VectorNormalize(plane.normal); + plane.dist = DotProduct(r_refdef.view.origin, plane.normal); + // see if this plane is backwards and flip it if so + for (j = 0;j < 4;j++) + if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) + break; + if (j < 4) + { + VectorNegate(plane.normal, plane.normal); + plane.dist *= -1; + // flipped plane, test again to see if it is now valid + for (j = 0;j < 4;j++) + if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) + break; + // if the plane is still not valid, then it is dividing the + // frustum and has to be rejected + if (j < 4) + continue; + } + // we have created a valid plane, compute extra info + PlaneClassify(&plane); + // copy the plane + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; +#if 1 + // if we've found 5 frustum planes then we have constructed a + // proper split-side case and do not need to keep searching for + // planes to enclose the light origin + if (rsurface.rtlight_numfrustumplanes == 5) + break; +#endif + } + } +#endif + +#if 0 + for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++) + { + plane = rsurface.rtlight_frustumplanes[i]; + Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane)); + } +#endif + +#if 0 + // now add the light-space box planes if the light box is rotated, as any + // caster outside the oriented light box is irrelevant (even if it passed + // the worldspace light box, which is axial) + if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1) + { + for (i = 0;i < 6;i++) + { + vec3_t v; + VectorClear(v); + v[i >> 1] = (i & 1) ? -1 : 1; + Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal); + VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal); + plane.dist = VectorNormalizeLength(plane.normal); + plane.dist += DotProduct(plane.normal, rtlight->shadoworigin); + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + } + } +#endif + +#if 0 + // add the world-space reduced box planes + for (i = 0;i < 6;i++) + { + VectorClear(plane.normal); + plane.normal[i >> 1] = (i & 1) ? -1 : 1; + plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1]; + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + } +#endif + +#if 0 + { + int j, oldnum; + vec3_t points[8]; + vec_t bestdist; + // reduce all plane distances to tightly fit the rtlight cull box, which + // is in worldspace + VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]); + VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]); + VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]); + VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]); + VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]); + VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]); + VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]); + VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]); + oldnum = rsurface.rtlight_numfrustumplanes; + rsurface.rtlight_numfrustumplanes = 0; + for (j = 0;j < oldnum;j++) + { + // find the nearest point on the box to this plane + bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]); + for (i = 1;i < 8;i++) + { + dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]); + if (bestdist > dist) + bestdist = dist; + } + Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist); + // if the nearest point is near or behind the plane, we want this + // plane, otherwise the plane is useless as it won't cull anything + if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125) + { + PlaneClassify(&rsurface.rtlight_frustumplanes[j]); + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j]; + } + } + } +#endif } -void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist) -{ - vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; - vec_t relativeshadowradius; - if (ent == r_refdef.worldentity) +void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +{ + qboolean zpass; + shadowmesh_t *mesh; + int t, tend; + int surfacelistindex; + msurface_t *surface; + + RSurf_ActiveWorldEntity(); + if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { - if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) + CHECKGLERROR + 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) { - shadowmesh_t *mesh; - R_Mesh_Matrix(&ent->matrix); - for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) + r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; + R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f); + GL_LockArrays(0, mesh->numverts); + if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { - renderstats.lights_shadowtriangles += mesh->numtriangles; - R_Mesh_VertexPointer(mesh->vertex3f); - GL_LockArrays(0, mesh->numverts); - if (r_shadowstage == R_SHADOWSTAGE_STENCIL) - { - // decrement stencil if backface is behind depthbuffer - 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); - // 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); - GL_LockArrays(0, 0); + // increment stencil if frontface is infront of depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); + // decrement stencil if backface is infront of depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) + { + // decrement stencil if backface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_front); + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); + // increment stencil if frontface is behind depthbuffer + GL_CullFace(r_refdef.view.cullface_back); + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + } + R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); + GL_LockArrays(0, 0); } - else if (numsurfaces) - { - R_Mesh_Matrix(&ent->matrix); - ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs); - } + CHECKGLERROR } - else + else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer) { - Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin); - relativeshadowradius = rtlight->radius / ent->scale; - relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; - relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; - relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius; - relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; - relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; - relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; - R_Mesh_Matrix(&ent->matrix); - ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs); + 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_cullmins, rsurface.rtlight_cullmaxs); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist) +void R_Shadow_DrawEntityShadow(entity_render_t *ent) +{ + vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs; + vec_t relativeshadowradius; + RSurf_ActiveModelEntity(ent, false, false); + Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin); + relativeshadowradius = rsurface.rtlight->radius / ent->scale; + relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; + relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; + relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius; + relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; + relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; + relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; + ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity +} + +void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity - 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); - Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin); - R_Mesh_Matrix(&ent->matrix); - if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL) - { - R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap)); - R_Mesh_TexMatrix(3, &r_shadow_entitytolight); - qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR - if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) - { - qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR - } - } - if (ent == r_refdef.worldentity) - ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist); - else - ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist); + RSurf_ActiveModelEntity(ent, true, true); + GL_AlphaTest(false); + Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix); + Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); + Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); + Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); + if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + R_Mesh_TexMatrix(3, &rsurface.entitytolight); +} + +void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +{ + if (!r_refdef.scene.worldmodel->DrawLight) + return; + + // set up properties for rendering light onto this entity + RSurf_ActiveWorldEntity(); + GL_AlphaTest(false); + rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight; + Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); + Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); + VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); + if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + R_Mesh_TexMatrix(3, &rsurface.entitytolight); + + r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity +} + +void R_Shadow_DrawEntityLight(entity_render_t *ent) +{ + dp_model_t *model = ent->model; + if (!model->DrawLight) + return; + + R_Shadow_SetupEntityLight(ent); + + model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL); + + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { - int i, usestencil; + int i; float f; - vec3_t lightcolor; int numleafs, numsurfaces; int *leaflist, *surfacelist; - unsigned char *leafpvs; + unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs; int numlightentities; + int numlightentities_noselfshadow; int numshadowentities; - entity_render_t *lightentities[MAX_EDICTS]; - entity_render_t *shadowentities[MAX_EDICTS]; - - // skip lights that don't light (corona only lights) - if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f)) + int numshadowentities_noselfshadow; + static entity_render_t *lightentities[MAX_EDICTS]; + static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; + static entity_render_t *shadowentities[MAX_EDICTS]; + static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; + + // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) + // skip lights that are basically invisible (color 0 0 0) + if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f)) return; - 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; - /* - if (rtlight->selected) - { - f = 2 + sin(realtime * M_PI * 4.0); - VectorScale(lightcolor, f, lightcolor); - } - */ - // loading is done before visibility checks because loading should happen // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) @@ -2801,12 +3090,30 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer) R_RTLight_Compile(rtlight); // load cubemap - r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; + rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube; + + // look up the light style value at this time + f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; + VectorScale(rtlight->color, f, rtlight->currentcolor); + /* + if (rtlight->selected) + { + f = 2 + sin(realtime * M_PI * 4.0); + VectorScale(rtlight->currentcolor, f, rtlight->currentcolor); + } + */ + + // if lightstyle is currently off, don't draw the light + if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f)) + return; // if the light box is offscreen, skip it if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; + VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins); + VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs); + if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { // compiled light, world available and can receive realtime lighting @@ -2816,18 +3123,22 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) leafpvs = rtlight->static_leafpvs; numsurfaces = rtlight->static_numsurfaces; surfacelist = rtlight->static_surfacelist; + shadowtrispvs = rtlight->static_shadowtrispvs; + lighttrispvs = rtlight->static_lighttrispvs; } - else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo) + else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo) { // dynamic light, world available and can receive realtime lighting // calculate lit surfaces and leafs - R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces); - r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); + r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.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); leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; + shadowtrispvs = r_shadow_buffer_shadowtrispvs; + lighttrispvs = r_shadow_buffer_lighttrispvs; // if the reduced leaf bounds are offscreen, skip it - if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) + if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) return; } else @@ -2838,111 +3149,525 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) leafpvs = NULL; numsurfaces = 0; surfacelist = NULL; + shadowtrispvs = NULL; + lighttrispvs = NULL; } // check if light is illuminating any visible leafs if (numleafs) { for (i = 0;i < numleafs;i++) - if (r_worldleafvisible[leaflist[i]]) + if (r_refdef.viewcache.world_leafvisible[leaflist[i]]) break; if (i == numleafs) return; } // set up a scissor rectangle for this light - if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs)) + if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) return; + R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); + + // make a list of lit entities and shadow casting entities numlightentities = 0; - if (numsurfaces) - lightentities[numlightentities++] = r_refdef.worldentity; + numlightentities_noselfshadow = 0; numshadowentities = 0; - if (numsurfaces) - shadowentities[numshadowentities++] = r_refdef.worldentity; + numshadowentities_noselfshadow = 0; + // add dynamic entities that are lit by the light if (r_drawentities.integer) { - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - entity_render_t *ent = r_refdef.entities[i]; - if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs) - && ent->model - && !(ent->flags & RENDER_TRANSPARENT) - && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))) + dp_model_t *model; + entity_render_t *ent = r_refdef.scene.entities[i]; + vec3_t org; + if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) + continue; + // skip the object entirely if it is not within the valid + // shadow-casting region (which includes the lit region) + if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes)) + continue; + if (!(model = ent->model)) + continue; + if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT)) { - // about the VectorDistance2 - light emitting entities should not cast their own shadow - if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1) - shadowentities[numshadowentities++] = ent; - if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight) + // this entity wants to receive light, is visible, and is + // inside the light box + // TODO: check if the surfaces in the model can receive light + // so now check if it's in a leaf seen by the light + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) + continue; + if (ent->flags & RENDER_NOSELFSHADOW) + lightentities_noselfshadow[numlightentities_noselfshadow++] = ent; + else lightentities[numlightentities++] = ent; + // 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) + { + // note: exterior models without the RENDER_NOSELFSHADOW + // flag still create a RENDER_NOSELFSHADOW shadow but + // are lit normally, this means that they are + // self-shadowing but do not shadow other + // RENDER_NOSELFSHADOW entities such as the gun + // (very weird, but keeps the player shadow off the gun) + if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; + else + shadowentities[numshadowentities++] = ent; + } + } + else if (ent->flags & RENDER_SHADOW) + { + // this entity is not receiving light, but may still need to + // cast a shadow... + // TODO: check if the surfaces in the model can cast shadow + // now check if it is in a leaf seen by the light + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) + 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_NOSELFSHADOW | RENDER_EXTERIORMODEL)) + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; + else + shadowentities[numshadowentities++] = ent; + } } } } // return if there's nothing at all to light - if (!numlightentities) + if (!numlightentities && !numsurfaces) return; - R_Shadow_Stage_ActiveLight(rtlight); - renderstats.lights++; + // don't let sound skip if going slow + if (r_refdef.scene.extraupdate) + S_ExtraUpdate (); - usestencil = false; - if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) - { - usestencil = true; - R_Shadow_Stage_StencilShadowVolumes(); - for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist); - } + // make this the active rtlight for rendering purposes + R_Shadow_RenderMode_ActiveLight(rtlight); + // count this light in the r_speeds + r_refdef.stats.lights++; - if (numlightentities && !visible) + if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) { - R_Shadow_Stage_Lighting(usestencil); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist); + // optionally draw visible shape of the shadow volumes + // for performance analysis by level designers + R_Shadow_RenderMode_VisibleShadowVolumes(); + if (numsurfaces) + R_Shadow_DrawWorldShadow(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]); } - if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows)) + if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) { - R_Shadow_Stage_VisibleShadowVolumes(); + // draw stencil shadow volumes to mask off pixels that are in shadow + // so that they won't receive lighting + R_Shadow_ClearStencil(); + if (numsurfaces) + R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs); for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist); - } + R_Shadow_DrawEntityShadow(shadowentities[i]); + if (numlightentities_noselfshadow) + { + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(true, false); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + + // optionally draw the illuminated areas + // for performance analysis by level designers + if (r_showlighting.integer && r_refdef.view.showdebug) + { + R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, 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]); - if (numlightentities && visible && r_shadow_visiblelighting.integer > 0) + if (numsurfaces + numlightentities) + { + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(true, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + + // optionally draw the illuminated areas + // for performance analysis by level designers + if (r_showlighting.integer && r_refdef.view.showdebug) + { + R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + } + } + } + else { - R_Shadow_Stage_VisibleLighting(usestencil); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist); + if (numsurfaces + numlightentities) + { + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + + // optionally draw the illuminated areas + // for performance analysis by level designers + if (r_showlighting.integer && r_refdef.view.showdebug) + { + R_Shadow_RenderMode_VisibleLighting(false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + } + } } } +void R_Shadow_DrawLightSprites(void); void R_ShadowVolumeLighting(qboolean visible) { - int lnum, flag; + int flag; + int lnum; + size_t lightindex; dlight_t *light; + size_t range; - if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) - R_Shadow_EditLights_Reload_f(); + if (r_editlights.integer) + R_Shadow_DrawLightSprites(); - R_Shadow_Stage_Begin(); + R_Shadow_RenderMode_Begin(); - flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; if (r_shadow_debuglight.integer >= 0) { - for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) - if (lnum == r_shadow_debuglight.integer && (light->flags & flag)) - R_DrawRTLight(&light->rtlight, visible); + lightindex = r_shadow_debuglight.integer; + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_DrawRTLight(&light->rtlight, visible); } else - for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) - if (light->flags & flag) + { + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) R_DrawRTLight(&light->rtlight, visible); - if (r_rtdlight) - for (lnum = 0;lnum < r_refdef.numlights;lnum++) - R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible); + } + } + if (r_refdef.scene.rtdlight) + for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) + R_DrawRTLight(r_refdef.scene.lights[lnum], visible); + + R_Shadow_RenderMode_End(); +} + +extern void R_SetupView(qboolean allowwaterclippingplane); +extern cvar_t r_shadows; +extern cvar_t r_shadows_throwdistance; +void R_DrawModelShadows(void) +{ + int i; + float relativethrowdistance; + entity_render_t *ent; + vec3_t relativelightorigin; + vec3_t relativelightdirection; + vec3_t relativeshadowmins, relativeshadowmaxs; + vec3_t tmp; + float vertex3f[12]; + + if (!r_drawentities.integer || !gl_stencil) + return; + + CHECKGLERROR + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + + r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; + + if (gl_ext_separatestencil.integer) + { + r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL; + r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL; + } + else if (gl_ext_stenciltwoside.integer) + { + 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_ClearStencil(); + + for (i = 0;i < r_refdef.scene.numentities;i++) + { + ent = r_refdef.scene.entities[i]; + // cast shadows from anything that is not a submodel of the map + if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW)) + { + 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 DOWN + VectorSet(tmp, 0, 0, -1); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); + } + else + { + if(ent->entitynumber != 0) + { + // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) + int entnum, entnum2, recursion; + entnum = entnum2 = ent->entitynumber; + for(recursion = 32; recursion > 0; --recursion) + { + entnum2 = cl.entities[entnum].state_current.tagentity; + if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) + entnum = entnum2; + else + break; + } + if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain + { + VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); + // transform into modelspace of OUR entity + Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); + } + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + else + VectorNegate(ent->modellight_lightdir, relativelightdirection); + } + + VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); + RSurf_ActiveModelEntity(ent, 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_ActiveWorldEntity/RSurf_ActiveModelEntity + } + } + + // not really the right mode, but this will disable any silly stencil features + R_Shadow_RenderMode_VisibleLighting(true, true); + + // vertex coordinates for a quad that covers the screen exactly + vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; + vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; + vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; + vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + + // set up ortho view for rendering this pass + GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); + GL_Scissor(r_refdef.view.x, 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_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); + R_Mesh_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + + // set up a 50% 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, 0.5); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + qglDepthFunc(GL_ALWAYS);CHECKGLERROR + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR + + // apply the blend to the shadowed areas + R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); + + // restoring the perspective view is done by R_RenderScene + //R_SetupView(true); + + // restore other state to normal + R_Shadow_RenderMode_End(); +} + +void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) +{ + float zdist; + vec3_t centerorigin; + // if it's too close, skip it + if (VectorLength(rtlight->color) < (1.0f / 256.0f)) + return; + zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward)); + if (zdist < 32) + return; + if (usequery && r_numqueries + 2 <= r_maxqueries) + { + rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++]; + rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++]; + VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin); + + CHECKGLERROR + // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers + qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); + qglDepthFunc(GL_ALWAYS); + R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); + qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + qglDepthFunc(GL_LEQUAL); + qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); + R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1); + qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + CHECKGLERROR + } + rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); +} + +void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) +{ + vec3_t color; + GLint allpixels = 0, visiblepixels = 0; + // now we have to check the query result + if (rtlight->corona_queryindex_visiblepixels) + { + CHECKGLERROR + qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); + qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); + CHECKGLERROR + //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels); + if (visiblepixels < 1 || allpixels < 1) + return; + rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1); + cscale *= rtlight->corona_visibility; + } + else + { + // FIXME: these traces should scan all render entities instead of cl.world + if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + return; + } + VectorScale(rtlight->color, cscale, color); + if (VectorLength(color) > (1.0f / 256.0f)) + R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1); +} + +void R_DrawCoronas(void) +{ + int i, flag; + qboolean usequery; + size_t lightindex; + dlight_t *light; + rtlight_t *rtlight; + size_t range; + if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer) + return; + if (r_waterstate.renderingscene) + return; + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + R_Mesh_Matrix(&identitymatrix); + + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + + // check occlusion of coronas + // use GL_ARB_occlusion_query if available + // otherwise use raytraces + r_numqueries = 0; + usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer; + if (usequery) + { + GL_ColorMask(0,0,0,0); + if (r_maxqueries < (range + r_refdef.scene.numlights) * 2) + if (r_maxqueries < R_MAX_OCCLUSION_QUERIES) + { + i = r_maxqueries; + r_maxqueries = (range + r_refdef.scene.numlights) * 4; + r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES); + CHECKGLERROR + qglGenQueriesARB(r_maxqueries - i, r_queries + i); + CHECKGLERROR + } + } + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + rtlight->corona_visibility = 0; + rtlight->corona_queryindex_visiblepixels = 0; + rtlight->corona_queryindex_allpixels = 0; + if (!(rtlight->flags & flag)) + continue; + if (rtlight->corona <= 0) + continue; + if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex) + continue; + R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery); + } + for (i = 0;i < r_refdef.scene.numlights;i++) + { + rtlight = r_refdef.scene.lights[i]; + rtlight->corona_visibility = 0; + rtlight->corona_queryindex_visiblepixels = 0; + rtlight->corona_queryindex_allpixels = 0; + if (!(rtlight->flags & flag)) + continue; + if (rtlight->corona <= 0) + continue; + R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery); + } + if (usequery) + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - R_Shadow_Stage_End(); + // now draw the coronas using the query data for intensity info + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + if (rtlight->corona_visibility <= 0) + continue; + R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); + } + for (i = 0;i < r_refdef.scene.numlights;i++) + { + rtlight = r_refdef.scene.lights[i]; + if (rtlight->corona_visibility <= 0) + continue; + if (gl_flashblend.integer) + R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f); + else + R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); + } } + + //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; typedef struct suffixinfo_s { @@ -2983,7 +3708,7 @@ static int componentorder[4] = {0, 1, 2, 3}; rtexture_t *R_Shadow_LoadCubemap(const char *basename) { int i, j, cubemapsize; - unsigned char *cubemappixels, *image_rgba; + unsigned char *cubemappixels, *image_buffer; rtexture_t *cubemaptexture; char name[256]; // must start 0 so the first loadimagepixels has no requested width/height @@ -2999,10 +3724,10 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) // generate an image name based on the base and and suffix dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it - if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) + if ((image_buffer = loadimagepixelsbgra(name, false, false))) { // an image loaded, make sure width and height are equal - if (image_width == image_height) + if (image_width == image_height && (!cubemappixels || image_width == cubemapsize)) { // if this is the first image to load successfully, allocate the cubemap memory if (!cubemappixels && image_width >= 1) @@ -3013,30 +3738,37 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) } // copy the image with any flipping needed by the suffix (px and posx types don't need flipping) if (cubemappixels) - Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); + Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); } else Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); // free the image - Mem_Free(image_rgba); + Mem_Free(image_buffer); } } } // if a cubemap loaded, upload it if (cubemappixels) { + if (developer_loading.integer) + Con_Printf("loading cubemap \"%s\"\n", basename); + if (!r_shadow_filters_texturepool) r_shadow_filters_texturepool = R_AllocTexturePool(); - cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL); Mem_Free(cubemappixels); } else { - Con_Printf("Failed to load Cubemap \"%s\", tried ", basename); - for (j = 0;j < 3;j++) - for (i = 0;i < 6;i++) - Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); - Con_Print(" and was unable to find any of them.\n"); + Con_DPrintf("failed to load cubemap \"%s\"\n", basename); + if (developer_loading.integer) + { + Con_Printf("(tried tried images "); + for (j = 0;j < 3;j++) + for (i = 0;i < 6;i++) + Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); + Con_Print(" and was unable to find any of them).\n"); + } } return cubemaptexture; } @@ -3046,34 +3778,48 @@ rtexture_t *R_Shadow_Cubemap(const char *basename) int i; for (i = 0;i < numcubemaps;i++) if (!strcasecmp(cubemaps[i].basename, basename)) - return cubemaps[i].texture; + return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube; if (i >= MAX_CUBEMAPS) return r_texture_whitecube; numcubemaps++; - strcpy(cubemaps[i].basename, basename); + strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename)); cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); - if (!cubemaps[i].texture) - cubemaps[i].texture = r_texture_whitecube; return cubemaps[i].texture; } void R_Shadow_FreeCubemaps(void) { + int i; + for (i = 0;i < numcubemaps;i++) + { + if (developer_loading.integer) + Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename); + if (cubemaps[i].texture) + R_FreeTexture(cubemaps[i].texture); + } + numcubemaps = 0; R_FreeTexturePool(&r_shadow_filters_texturepool); } dlight_t *R_Shadow_NewWorldLight(void) { - dlight_t *light; - light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); - light->next = r_shadow_worldlightchain; - r_shadow_worldlightchain = light; - return light; + return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray); } void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { + matrix4x4_t matrix; + // validate parameters + if (style < 0 || style >= MAX_LIGHTSTYLES) + { + Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES); + style = 0; + } + if (!cubemapname) + cubemapname = ""; + + // copy to light properties VectorCopy(origin, light->origin); light->angles[0] = angles[0] - 360 * floor(angles[0] / 360); light->angles[1] = angles[1] - 360 * floor(angles[1] / 360); @@ -3083,41 +3829,39 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve light->color[2] = max(color[2], 0); light->radius = max(radius, 0); light->style = style; - if (light->style < 0 || light->style >= MAX_LIGHTSTYLES) - { - Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES); - light->style = 0; - } light->shadow = shadowenable; light->corona = corona; - if (!cubemapname) - cubemapname = ""; strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname)); light->coronasizescale = coronasizescale; light->ambientscale = ambientscale; light->diffusescale = diffusescale; light->specularscale = specularscale; 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_Update(light, true); + // update renderable light data + Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius); + R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); } void R_Shadow_FreeWorldLight(dlight_t *light) { - dlight_t **lightpointer; + if (r_shadow_selectedlight == light) + r_shadow_selectedlight = NULL; R_RTLight_Uncompile(&light->rtlight); - for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next); - if (*lightpointer != light) - Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n"); - *lightpointer = light->next; - Mem_Free(light); + Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light); } void R_Shadow_ClearWorldLights(void) { - while (r_shadow_worldlightchain) - R_Shadow_FreeWorldLight(r_shadow_worldlightchain); + size_t lightindex; + dlight_t *light; + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light) + R_Shadow_FreeWorldLight(light); + } r_shadow_selectedlight = NULL; R_Shadow_FreeCubemaps(); } @@ -3131,57 +3875,80 @@ void R_Shadow_SelectLight(dlight_t *light) r_shadow_selectedlight->selected = true; } -void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) +void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - float scale = r_editlights_cursorgrid.value * 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); + // this is never batched (there can be only one) + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1); } -void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) +void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { float intensity; - const dlight_t *light; - light = (dlight_t *)calldata1; - intensity = 0.5; + float s; + vec3_t spritecolor; + cachepic_t *pic; + + // this is never batched (due to the ent parameter changing every time) + // so numsurfaces == 1 and surfacelist[0] == lightnumber + const dlight_t *light = (dlight_t *)ent; + s = EDLIGHTSPRSIZE; + intensity = 0.5f; + VectorScale(light->color, intensity, spritecolor); + if (VectorLength(spritecolor) < 0.1732f) + VectorSet(spritecolor, 0.1f, 0.1f, 0.1f); + if (VectorLength(spritecolor) > 1.0f) + VectorNormalize(spritecolor); + + // draw light sprite + if (light->cubemapname[0] && !light->shadow) + pic = r_editlights_sprcubemapnoshadowlight; + else if (light->cubemapname[0]) + pic = r_editlights_sprcubemaplight; + else if (!light->shadow) + pic = r_editlights_sprnoshadowlight; + else + pic = r_editlights_sprlight; + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1); + // draw selection sprite if light is selected 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], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1); + // VorteX todo: add normalmode/realtime mode light overlay sprites? } void R_Shadow_DrawLightSprites(void) { - int i; - cachepic_t *pic; + size_t lightindex; dlight_t *light; - - for (i = 0;i < 5;i++) + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { - lighttextures[i] = NULL; - if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true))) - lighttextures[i] = pic->tex; + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light) + R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight); } - - for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next) - R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5); - R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0); + R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL); } void R_Shadow_SelectLightInView(void) { float bestrating, rating, temp[3]; - dlight_t *best, *light; + dlight_t *best; + size_t lightindex; + dlight_t *light; + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked best = NULL; bestrating = 0; - for (light = r_shadow_worldlightchain;light;light = light->next) + for (lightindex = 0;lightindex < range;lightindex++) { - VectorSubtract(light->origin, r_vieworigin, temp); - rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp))); + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + VectorSubtract(light->origin, r_refdef.view.origin, temp); + rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp))); if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f) + if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) { bestrating = rating; best = light; @@ -3196,12 +3963,12 @@ void R_Shadow_LoadWorldLights(void) int n, a, style, shadow, flags; char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH]; float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale; - if (r_refdef.worldmodel == NULL) + if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL); if (lightsstring) @@ -3240,7 +4007,18 @@ void R_Shadow_LoadWorldLights(void) t++; } *s = 0; - a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); +#if _MSC_VER >= 1400 +#define sscanf sscanf_s +#endif + cubemapname[sizeof(cubemapname)-1] = 0; +#if MAX_QPATH != 128 +#error update this code if MAX_QPATH changes +#endif + a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname +#if _MSC_VER >= 1400 +, sizeof(cubemapname) +#endif +, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); *s = tempchar; if (a < 18) flags = LIGHTFLAG_REALTIMEMODE; @@ -3261,8 +4039,10 @@ void R_Shadow_LoadWorldLights(void) // remove quotes on cubemapname if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"') { - cubemapname[strlen(cubemapname)-1] = 0; - strcpy(cubemapname, cubemapname + 1); + size_t namelen; + namelen = strlen(cubemapname) - 2; + memmove(cubemapname, cubemapname + 1, namelen); + cubemapname[namelen] = '\0'; } if (a < 8) { @@ -3284,30 +4064,36 @@ void R_Shadow_LoadWorldLights(void) void R_Shadow_SaveWorldLights(void) { + size_t lightindex; dlight_t *light; size_t bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; - char line[1024]; - if (!r_shadow_worldlightchain) + char line[MAX_INPUTLINE]; + size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up... + // I hate lines which are 3 times my screen size :( --blub + if (!range) return; - if (r_refdef.worldmodel == NULL) + if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); bufchars = bufmaxchars = 0; buf = NULL; - for (light = r_shadow_worldlightchain;light;light = light->next) + for (lightindex = 0;lightindex < range;lightindex++) { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE) - sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2]) - sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]); else - sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style); + dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style); if (bufchars + strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; @@ -3337,12 +4123,12 @@ void R_Shadow_LoadLightsFile(void) int n, a, style; char tempchar, *lightsstring, *s, *t, name[MAX_QPATH]; float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; - if (r_refdef.worldmodel == NULL) + if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } - FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name)); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".lights", sizeof (name)); lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL); if (lightsstring) @@ -3390,23 +4176,23 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) char *entfiledata; const char *data; float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; - char key[256], value[1024]; + char key[256], value[MAX_INPUTLINE]; - if (r_refdef.worldmodel == NULL) + if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); return; } // try to load a .ent file first - FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key)); + FS_StripExtension (cl.worldmodel->name, key, sizeof (key)); strlcat (key, ".ent", sizeof (key)); 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; + data = cl.worldmodel->brush.entities; if (!data) return; - for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++) + for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++) { type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; @@ -3424,19 +4210,19 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) islight = false; while (1) { - if (!COM_ParseToken(&data, false)) + if (!COM_ParseToken_Simple(&data, false, false)) break; // error if (com_token[0] == '}') break; // end of entity if (com_token[0] == '_') - strcpy(key, com_token + 1); + strlcpy(key, com_token + 1, sizeof(key)); else - strcpy(key, com_token); + strlcpy(key, com_token, sizeof(key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseToken(&data, false)) + if (!COM_ParseToken_Simple(&data, false, false)) break; // error - strcpy(value, com_token); + strlcpy(value, com_token, sizeof(value)); // now that we have the key pair worked out... if (!strcmp("light", key)) @@ -3549,7 +4335,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) pflags = (int)atof(value); else if (!strcmp("effects", key)) effects = (int)atof(value); - else if (r_refdef.worldmodel->type == mod_brushq3) + else if (cl.worldmodel->type == mod_brushq3) { if (!strcmp("scale", key)) lightscale = atof(value); @@ -3607,8 +4393,8 @@ void R_Shadow_SetCursorLocationForView(void) vec_t dist, push; vec3_t dest, endpos; trace_t trace; - VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest); - trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false); + VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); + trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -3616,7 +4402,7 @@ void R_Shadow_SetCursorLocationForView(void) if (push > dist) push = dist; push = -push; - VectorMA(trace.endpos, push, r_viewforward, endpos); + VectorMA(trace.endpos, push, r_refdef.view.forward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } else @@ -3634,7 +4420,6 @@ void R_Shadow_UpdateWorldLightSelection(void) { R_Shadow_SetCursorLocationForView(); R_Shadow_SelectLightInView(); - R_Shadow_DrawLightSprites(); } else R_Shadow_SelectLight(NULL); @@ -3647,22 +4432,22 @@ void R_Shadow_EditLights_Clear_f(void) void R_Shadow_EditLights_Reload_f(void) { - if (!r_refdef.worldmodel) + if (!cl.worldmodel) return; - strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname)); + strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname)); R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLights(); - if (r_shadow_worldlightchain == NULL) + if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) { R_Shadow_LoadLightsFile(); - if (r_shadow_worldlightchain == NULL) + if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)) R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } } void R_Shadow_EditLights_Save_f(void) { - if (!r_refdef.worldmodel) + if (!cl.worldmodel) return; R_Shadow_SaveWorldLights(); } @@ -3701,7 +4486,7 @@ void R_Shadow_EditLights_Edit_f(void) vec3_t origin, angles, color; vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; int style, shadows, flags, normalmode, realtimemode; - char cubemapname[1024]; + char cubemapname[MAX_INPUTLINE]; if (!r_editlights.integer) { Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); @@ -3718,7 +4503,7 @@ void R_Shadow_EditLights_Edit_f(void) radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) - strcpy(cubemapname, r_shadow_selectedlight->cubemapname); + strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname)); else cubemapname[0] = 0; shadows = r_shadow_selectedlight->shadow; @@ -3911,7 +4696,7 @@ void R_Shadow_EditLights_Edit_f(void) return; } if (Cmd_Argc() == 3) - strcpy(cubemapname, Cmd_Argv(2)); + strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname)); else cubemapname[0] = 0; } @@ -4013,7 +4798,9 @@ void R_Shadow_EditLights_Edit_f(void) void R_Shadow_EditLights_EditAll_f(void) { + size_t lightindex; dlight_t *light; + size_t range; if (!r_editlights.integer) { @@ -4021,8 +4808,13 @@ void R_Shadow_EditLights_EditAll_f(void) return; } - for (light = r_shadow_worldlightchain;light;light = light->next) + // EditLights doesn't seem to have a "remove" command or something so: + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; R_Shadow_SelectLight(light); R_Shadow_EditLights_Edit_f(); } @@ -4031,36 +4823,47 @@ void R_Shadow_EditLights_EditAll_f(void) void R_Shadow_EditLights_DrawSelectedLightProperties(void) { int lightnumber, lightcount; + size_t lightindex, range; dlight_t *light; float x, y; char temp[256]; if (!r_editlights.integer) return; - x = 0; - y = con_vislines; + x = vid_conwidth.value - 240; + y = 5; + DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0); lightnumber = -1; lightcount = 0; - for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next) + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; if (light == r_shadow_selectedlight) - lightnumber = lightcount; - sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + lightnumber = lightindex; + lightcount++; + } + dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + y += 8; if (r_shadow_selectedlight == NULL) return; - sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void) @@ -4181,7 +4984,7 @@ void R_Shadow_EditLights_CopyInfo_f(void) r_shadow_bufferlight.radius = r_shadow_selectedlight->radius; r_shadow_bufferlight.style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) - strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname); + strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname)); else r_shadow_bufferlight.cubemapname[0] = 0; r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow; @@ -4216,19 +5019,57 @@ void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_cursorpushoff); Cvar_RegisterVariable(&r_editlights_cursorgrid); Cvar_RegisterVariable(&r_editlights_quakelightsizescale); - Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f); - Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f); - Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f); - Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f); - Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f); - Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f); - Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f); - Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f); - Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f); - Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f); - Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f); - Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f); - Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f); - Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f); + Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); + Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); + Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); + Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); + Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); + Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); + Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); + Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); + Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); + Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); + Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); + Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); + Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); + Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); } + + +/* +============================================================================= + +LIGHT SAMPLING + +============================================================================= +*/ + +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic) +{ + VectorClear(diffusecolor); + VectorClear(diffusenormal); + + if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) + { + ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f); + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); + } + else + VectorSet(ambientcolor, 1, 1, 1); + + if (dynamic) + { + int i; + float f, v[3]; + rtlight_t *light; + for (i = 0;i < r_refdef.scene.numlights;i++) + { + light = r_refdef.scene.lights[i]; + Matrix4x4_Transform(&light->matrix_worldtolight, p, v); + f = 1 - VectorLength2(v); + if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) + VectorMA(ambientcolor, f, light->currentcolor, ambientcolor); + } + } +}