return false;
}
+void R_Shadow_VertexLighting(float *color, int numverts, const float *vertex, const float *normal, const float *lightcolor, const float *relativelightorigin, float lightradius)
+{
+ float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+ for (;numverts > 0;numverts--, vertex += 4, color += 4, normal += 4)
+ {
+ VectorSubtract(vertex, relativelightorigin, v);
+ if ((dot = DotProduct(normal, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+ {
+ dist = sqrt(dist);
+ intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
+ VectorScale(lightcolor, intensity, color);
+ }
+ else
+ VectorClear(color);
+ }
+}
+
+void R_Shadow_VertexLightingWithXYAttenuationTexture(float *color, int numverts, const float *vertex, const float *normal, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+{
+ float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+ for (;numverts > 0;numverts--, vertex += 4, color += 4, normal += 4)
+ {
+ VectorSubtract(vertex, relativelightorigin, v);
+ if ((dot = DotProduct(normal, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+ {
+ intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
+ VectorScale(lightcolor, intensity, color);
+ }
+ else
+ VectorClear(color);
+ }
+}
+
// FIXME: this should be done in a vertex program when possible
// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
void R_Shadow_TransformVertices(float *out, int numverts, const float *vertex, const matrix4x4_t *matrix)
}
}
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
float color[3];
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
- // 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
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_worldtoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(basetexture);
- m.tex[1] = 0;
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.tex3d[2] = 0;
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
- if (lightcubemap)
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ if (gl_dot3arb)
+ {
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ // 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)
{
- GL_Color(color[0], color[1], color[2], 1);
+ // 3/2 3D combine path
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+ m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+ R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = 0;
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.tex3d[2] = 0;
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+ if (lightcubemap)
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
+
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+ for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ {
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
}
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
- {
- // 1/2/2 3D combine path
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(bumptexture);
- m.tex3d[0] = 0;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- qglEnable(GL_BLEND);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
{
- GL_Color(color[0], color[1], color[2], 1);
+ // 1/2/2 3D combine path
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex3d[0] = 0;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ qglEnable(GL_BLEND);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
+
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+ for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ {
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
}
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
- {
- // 2/2 3D combine path
- m.tex[0] = R_GetTexture(bumptexture);
- m.tex3d[0] = 0;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- GL_Color(1,1,1,1);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(basetexture);
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
{
- GL_Color(color[0], color[1], color[2], 1);
+ // 2/2 3D combine path
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex3d[0] = 0;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ GL_Color(1,1,1,1);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+ for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ {
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
}
- }
- else if (r_textureunits.integer >= 4)
- {
- // 4/2 2D combine path
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_worldtoattenuationxyz);
- R_Shadow_TransformVertices(varray_texcoord[3], numverts, varray_vertex, matrix_worldtoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- m.tex[2] = 0;
- m.tex[3] = 0;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
- if (lightcubemap)
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ else if (r_textureunits.integer >= 4)
{
- GL_Color(color[0], color[1], color[2], 1);
+ // 4/2 2D combine path
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+ R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+ R_Shadow_TransformVertices(varray_texcoord[3], numverts, varray_vertex, matrix_modeltoattenuationz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ m.tex[2] = 0;
+ m.tex[3] = 0;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+ if (lightcubemap)
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
+
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+ for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ {
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else
+ {
+ // 2/2/2 2D combine path
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationz);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex[1] = 0;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ qglEnable(GL_BLEND);
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
+
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+ for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ {
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
}
}
else
{
- // 2/2/2 2D combine path
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(bumptexture);
- m.tex[1] = 0;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- qglEnable(GL_BLEND);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ if (r_textureunits.integer >= 2)
{
- GL_Color(color[0], color[1], color[2], 1);
+ // voodoo2
+#if 1
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+#else
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+#endif
+ GL_UseColorArray();
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+ R_Shadow_VertexLightingWithXYAttenuationTexture(varray_color, numverts, varray_vertex, normals, color, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ }
+ else
+ {
+ // voodoo1
+#if 1
+ m.tex[0] = R_GetTexture(basetexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+#else
+ m.tex[0] = R_GetTexture(basetexture);
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+#endif
+ GL_UseColorArray();
+ memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+ R_Shadow_VertexLighting(varray_color, numverts, varray_vertex, normals, color, relativelightorigin, lightradius);
R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
}
}
}
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
float color[3];
rmeshstate_t m;
+ if (!gl_dot3arb)
+ return;
memset(&m, 0, sizeof(m));
if (!bumptexture)
bumptexture = r_shadow_blankbumptexture;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
R_Mesh_TextureState(&m);
qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+ R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
if (lightcubemap)
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.tex[1] = R_GetTexture(glosstexture);
R_Mesh_TextureState(&m);
- R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+ R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
memcpy(varray_texcoord[1], texcoords, numverts * sizeof(float[4]));
qglColorMask(1,1,1,0);
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
R_Mesh_TextureState(&m);
qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationz);
+ R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
qglBlendFunc(GL_DST_ALPHA, GL_ONE);
memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
if (lightcubemap)
- R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
+ R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))