extern float *rsurface_normal3f;
extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
-static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg)
{
int numverts = surface->num_vertices;
float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
float *color4f = varray_color4f + 4 * surface->num_firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (r_textureunits.integer >= 3)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = DotProduct(v, v)) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- dist = sqrt(dist);
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
else
- {
- color4f[0] = ambientcolor[0] * distintensity - reduce;
- color4f[1] = ambientcolor[1] * distintensity - reduce;
- color4f[2] = ambientcolor[2] * distintensity - reduce;
- }
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
-}
-
-static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
-{
- int numverts = surface->num_vertices;
- float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float *color4f = varray_color4f + 4 * surface->num_firstvertex;
- float dist, dot, distintensity, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ else if (r_textureunits.integer >= 2)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) > 0)
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
{
- shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ }
+ else
+ {
+ color4f[0] = ambientcolor[0] * distintensity - reduce;
+ color4f[1] = ambientcolor[1] * distintensity - reduce;
+ color4f[2] = ambientcolor[2] * distintensity - reduce;
+ }
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
else
- {
- color4f[0] = ambientcolor[0] * distintensity - reduce;
- color4f[1] = ambientcolor[1] * distintensity - reduce;
- color4f[2] = ambientcolor[2] * distintensity - reduce;
- }
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
-}
-
-static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
-{
- int numverts = surface->num_vertices;
- float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float *color4f = varray_color4f + 4 * surface->num_firstvertex;
- float dot, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ else
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) > 0)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
+ {
+ dist = sqrt(dist);
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ }
+ else
+ {
+ color4f[0] = ambientcolor[0] * distintensity - reduce;
+ color4f[1] = ambientcolor[1] * distintensity - reduce;
+ color4f[2] = ambientcolor[2] * distintensity - reduce;
+ }
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
+ }
+ else
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
#endif
}
}
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0, modelorg);
for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
{
- if (r_textureunits.integer >= 3)
- R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
- else if (r_textureunits.integer >= 2)
- R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
- else
- R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+ int i;
+ float *c;
+#if 1
+ // due to low fillrate on the cards this vertex lighting path is
+ // designed for, we manually cull all triangles that do not
+ // contain a lit vertex
+ int draw;
+ const int *e;
+ int newnumtriangles;
+ int *newe;
+ int newelements[3072];
+ draw = false;
+ newnumtriangles = 0;
+ newe = newelements;
+ for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+ {
+ if (newnumtriangles >= 1024)
+ {
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+ GL_LockArrays(0, 0);
+ newnumtriangles = 0;
+ newe = newelements;
+ }
+ if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
+ {
+ newe[0] = e[0];
+ newe[1] = e[1];
+ newe[2] = e[2];
+ newnumtriangles++;
+ newe += 3;
+ draw = true;
+ }
+ }
+ if (newnumtriangles >= 1)
+ {
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+ GL_LockArrays(0, 0);
+ draw = true;
+ }
+ if (!draw)
+ break;
+#else
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ if (VectorLength2(c))
+ goto goodpass;
+ break;
+goodpass:
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
+#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);
+ }
}
}
}