return false;
}
-static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+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_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dist, dot, intensity, v[3], n[3];
+ 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)
{
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)
{
- dist = sqrt(dist);
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 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;
}
else
{
- VectorClear(color4f);
- color4f[3] = 1;
+ 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);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
-static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dist, dot, intensity, v[3], n[3];
+ 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)
{
Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1)
{
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 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;
}
else
{
- VectorClear(color4f);
- color4f[3] = 1;
+ 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);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
-static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dot, intensity, v[3], n[3];
+ 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)
{
Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ 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);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
- }
-}
-
-static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
-{
- float *color4f = varray_color4f;
- float dist, intensity, v[3];
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = DotProduct(v, v)) < 1)
- {
- dist = sqrt(dist);
- intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
- }
- else
- {
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
-}
-
-static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
-{
- float *color4f = varray_color4f;
- float dist, intensity, v[3];
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1)
- {
- intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
- }
- else
- {
- VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
}
}
-void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+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)
{
+ // 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));
- m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ 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);
+ }
}
-void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+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)
{
- // GLSL shader path (GFFX5200, Radeon 9500)
+ // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
+ int surfacelistindex;
+ qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
// TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, texcoord2f);
- R_Mesh_TexCoordPointer(1, 3, svector3f);
- R_Mesh_TexCoordPointer(2, 3, tvector3f);
- R_Mesh_TexCoordPointer(3, 3, normal3f);
- R_Mesh_TexBind(0, R_GetTexture(bumptexture));
+ if (doambientpants || dodiffusepants)
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+ if (doambientshirt || dodiffuseshirt)
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+ if (!doambientbase && !dodiffusebase && !dospecular)
+ return;
+ 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)
qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
}
qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- GL_LockArrays(0, 0);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ 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)
+ {
+ 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);
+ }
+ R_Mesh_VertexPointer(rsurface_vertex3f);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ GL_LockArrays(0, 0);
+ }
}
-void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+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)
{
+ // 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 (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
- if (r_shadow_rtlight->ambientscale)
+ 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++)
{
- 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)
+ 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 3D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-#else
- m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
- m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = texcoord2f;
- m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytolight;
-#else
- m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
-#endif
- GL_BlendFunc(GL_ONE, GL_ONE);
+ 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);
}
- else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+ if (doambientbase)
{
- // 2 3D combine path (Geforce3, original Radeon)
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-#else
- m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
- m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = texcoord2f;
- 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 = vertex3f;
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ 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] = vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(basetexture);
+ m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+ m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.texmatrix[2] = r_shadow_entitytolight;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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
- m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = texcoord2f;
- if (r_shadow_lightcubemap != r_texture_whitecube)
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
{
- m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
+ // 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[3] = vertex3f;
- m.texmatrix[3] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[3] = varray_texcoord3f[3];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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;
+ GL_BlendFunc(GL_ONE, GL_ONE);
}
- 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 = vertex3f;
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-#else
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
-#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
-#endif
- m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = texcoord2f;
- GL_BlendFunc(GL_ONE, GL_ONE);
- }
- else
- {
- // 2/2/2 2D combine path (any dot3 card)
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-#else
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
-#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
-#endif
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_shadow_lightcubemap != r_texture_whitecube)
+ else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+ // 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[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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
- }
- 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(firstvertex, numvertices);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- GL_LockArrays(0, 0);
- }
- if (r_shadow_rtlight->diffusescale)
- {
- 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 = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
- 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
- m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_shadow_lightcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ if (r_shadow_lightcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[3] = rsurface_vertex3f;
+ m.texmatrix[3] = r_shadow_entitytolight;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
}
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
- {
- // 1/2/2 3D combine path (original Radeon)
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-#else
- m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
- 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_shadow_lightcubemap != r_texture_whitecube)
+ else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+ // 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[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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
- }
- 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 = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
- 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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
- 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 = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
- 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ 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[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[3] = vertex3f;
- m.texmatrix[3] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_shadow_lightcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ if (r_shadow_lightcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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);
}
- 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 = vertex3f;
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
- m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-#else
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationz;
-#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
-#endif
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
- 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ // this final code is shared
R_Mesh_State(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_shadow_lightcubemap != r_texture_whitecube)
+ 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]--)
{
- m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytolight;
-#else
- m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
-#endif
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
}
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ GL_LockArrays(0, 0);
}
- // 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(firstvertex, numvertices);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ if (dodiffusebase)
{
- GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- GL_LockArrays(0, 0);
- }
- if (specularscale && glosstexture != r_texture_black)
- {
- // FIXME: detect blendsquare!
- //if (gl_support_blendsquare)
- {
- 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!
+ 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)
{
- // 2/0/0/1/2 3D combine blendsquare path
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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.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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ 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);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- GL_LockArrays(0, 0);
-
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ 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)
+ {
+ // 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+
+ 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.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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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!
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
{
- // 2/0/0/2 3D combine blendsquare path
+ // 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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.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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ 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);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- GL_LockArrays(0, 0);
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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
+ else if (r_textureunits.integer >= 4)
{
- // 2/0/0/2/2 2D combine blendsquare path
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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.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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ 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);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ 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);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- GL_LockArrays(0, 0);
-
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ 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
+ {
+ // 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+
+ 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.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(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ 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 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ 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(firstvertex, numvertices);
+ 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(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
+ if (dospecular)
+ {
+ // FIXME: detect blendsquare!
+ //if (gl_support_blendsquare)
+ {
+ 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.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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ 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.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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ 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.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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ }
+ GL_LockArrays(0, 0);
+ }
+ }
}
}
-void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+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)
{
+ int surfacelistindex;
int renders;
- float color[3], color2[3];
+ float ambientcolor2[3], diffusecolor2[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 (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
- if (r_shadow_rtlight->ambientscale)
+ 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);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ if (r_textureunits.integer >= 2)
{
- GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_textureunits.integer >= 2)
- {
- // voodoo2
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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
- if (r_textureunits.integer >= 3)
- {
- // Geforce3/Radeon class but not using dot3
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ if (r_textureunits.integer >= 3)
+ {
+ // Geforce3/Radeon class but not using dot3
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ m.texmatrix[2] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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
- }
- }
- if (r_textureunits.integer >= 3)
- m.pointer_color = NULL;
- else
- m.pointer_color = varray_color4f;
- R_Mesh_State(&m);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- if (r_textureunits.integer >= 3)
- GL_Color(color[0], color[1], color[2], 1);
- else if (r_textureunits.integer >= 2)
- R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
- else
- R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
}
}
- if (r_shadow_rtlight->diffusescale)
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ 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)
+ {
+ 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);
+ }
+ // OpenGL 1.1 path (anything)
+ R_Mesh_VertexPointer(rsurface_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
if (r_textureunits.integer >= 2)
{
- // voodoo2
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ // voodoo2 or TNT
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ 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)
{
- // Geforce3/Radeon class but not using dot3
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
#else
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ 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
}
}
- R_Mesh_State(&m);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
if (r_textureunits.integer >= 3)
- R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
+ R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
else if (r_textureunits.integer >= 2)
- R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
+ R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
else
- R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
}
}
}
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+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)
{
case R_SHADOWSTAGE_VISIBLELIGHTING:
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+ 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_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+ 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_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+ 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_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+ 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);