int *outsurfacelist;
unsigned char *outsurfacepvs;
unsigned char *tempsurfacepvs;
+ unsigned char *outshadowtrispvs;
+ unsigned char *outlighttrispvs;
int outnumsurfaces;
vec3_t outmins;
vec3_t outmaxs;
if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
&& (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
{
- if (BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs))
+ qboolean addedtris = false;
+ qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
- // surface is entirely inside light box
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
{
- v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
- if ((!r_shadow_frontsidecasting.integer || PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2])))
+ if (info->svbsp_insertoccluder)
+ {
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+ continue;
+ if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
+ continue;
+ addedtris = true;
+ }
+ else
{
if (info->svbsp_active)
{
VectorCopy(v[0], v2[0]);
VectorCopy(v[1], v2[1]);
VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], info->svbsp_insertoccluder, NULL, NULL, 0) & 2))
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
continue;
}
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- if (!info->svbsp_insertoccluder)
- break;
- }
- }
- }
- else
- {
- // surface is partially clipped by lightbox
- // check each triangle's bounding box
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
- {
- v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
- if ((!r_shadow_frontsidecasting.integer || PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
- && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
- && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
- && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
- && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
- && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
- && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- {
- if (info->svbsp_active)
+ if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
{
- VectorCopy(v[0], v2[0]);
- VectorCopy(v[1], v2[1]);
- VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], info->svbsp_insertoccluder, NULL, NULL, 0) & 2))
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (r_shadow_frontsidecasting.integer)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
continue;
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ SETPVSBIT(info->outshadowtrispvs, t);
}
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- if (!info->svbsp_insertoccluder)
- break;
}
}
}
+ if (addedtris)
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
}
}
}
}
}
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.outnumleafs = 0;
info.outsurfacelist = outsurfacelist;
info.outsurfacepvs = outsurfacepvs;
+ info.outshadowtrispvs = outshadowtrispvs;
+ info.outlighttrispvs = outlighttrispvs;
info.outnumsurfaces = 0;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+ if (info.model->brush.shadowmesh)
+ memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
+ else
+ memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
+ memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
{
// use portal recursion for exact light volume culling, and exact surface checking
- Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
}
else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
{
// use portal recursion for exact light volume culling, but not the expensive exact surface checking
- Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
}
else
{
}
}
-#define BATCHSIZE 256
+#define BATCHSIZE 1024
static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- int i, j, batchnumsurfaces, endsurface;
+ int i, j, endsurface;
texture_t *t;
msurface_t *surface;
- msurface_t *batchsurfaces[BATCHSIZE];
- // note: in practice this never actually batches, oh well
+ // note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
R_Shadow_RenderMode_Lighting(false, true);
R_UpdateTextureInfo(ent, t);
rsurface_texture = t->currentframe;
endsurface = min(j + BATCHSIZE, numsurfaces);
- batchnumsurfaces = 0;
- batchsurfaces[batchnumsurfaces++] = surface;
- for (;j < endsurface;j++)
+ for (j = i;j < endsurface;j++)
{
surface = rsurface_model->data_surfaces + surfacelist[j];
if (t != surface->texture)
- continue;
- batchsurfaces[batchnumsurfaces++] = surface;
+ break;
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
}
- R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfaces);
}
R_Shadow_RenderMode_End();
}
-static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
-{
- int batchsurfaceindex;
- msurface_t *batchsurface;
- vec3_t tempcenter, center;
- for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
- {
- batchsurface = batchsurfacelist[batchsurfaceindex];
- tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
- tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
- tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
- }
-}
-
#define RSURF_MAX_BATCHSURFACES 1024
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
{
model_t *model = ent->model;
msurface_t *surface;
- int i, k, l, endsurface, batchnumsurfaces;
+ int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
+ const int *element3i;
msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+ int batchelements[BATCHSIZE*3];
texture_t *tex;
CHECKGLERROR
RSurf_ActiveModelEntity(ent, true, true);
R_UpdateAllTextureInfo(ent);
CHECKGLERROR
+ element3i = rsurface_model->surfmesh.data_element3i;
// this is a double loop because non-visible surface skipping has to be
// fast, and even if this is not the world model (and hence no visibility
// checking) the input surface list and batch buffer are different formats
surface = batchsurfacelist[k];
tex = surface->texture;
rsurface_texture = tex->currentframe;
- for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
- r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
{
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
- R_Q1BSP_DrawLight_TransparentBatch(l - k, batchsurfacelist + k);
+ {
+ vec3_t tempcenter, center;
+ for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
+ {
+ surface = batchsurfacelist[l];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+ }
+ }
else
- R_Shadow_RenderSurfacesLighting(l - k, batchsurfacelist + k);
+ {
+ batchnumtriangles = 0;
+ // note: this only accepts consecutive surfaces because
+ // non-consecutive surfaces often have extreme vertex
+ // ranges (due to large numbers of surfaces omitted
+ // between them)
+ surface = batchsurfacelist[k];
+ for (l = k;l < batchnumsurfaces && surface == batchsurfacelist[l] && tex == surface->texture;l++, surface++)
+ {
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
+ {
+ if (r_shadow_culltriangles.integer)
+ {
+ if (trispvs)
+ {
+ if (!CHECKPVSBIT(trispvs, m))
+ continue;
+ }
+ else
+ {
+ if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3))
+ continue;
+ }
+ }
+ batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
+ batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
+ batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
+ batchnumtriangles++;
+ r_refdef.stats.lights_lighttriangles++;
+ if (batchnumtriangles >= BATCHSIZE)
+ {
+ Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
+ batchnumtriangles = 0;
+ }
+ }
+ r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
+ }
+ if (batchnumtriangles > 0)
+ {
+ Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
+ }
+ }
+ }
+ else
+ {
+ // skip ahead to the next texture
+ for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
+ ;
}
}
}
unsigned char *r_shadow_buffer_surfacepvs;
int *r_shadow_buffer_surfacelist;
+int r_shadow_buffer_numshadowtrispvsbytes;
+unsigned char *r_shadow_buffer_shadowtrispvs;
+int r_shadow_buffer_numlighttrispvsbytes;
+unsigned char *r_shadow_buffer_lighttrispvs;
+
// current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
vec3_t r_shadow_rtlight_cullmins;
vec3_t r_shadow_rtlight_cullmaxs;
cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
+cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
void R_Shadow_EditLights_Reload_f(void);
void R_Shadow_ValidateCvars(void);
static void R_Shadow_MakeTextures(void);
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
void r_shadow_start(void)
{
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ r_shadow_buffer_numshadowtrispvsbytes = 0;
+ r_shadow_buffer_shadowtrispvs = NULL;
+ r_shadow_buffer_numlighttrispvsbytes = 0;
+ r_shadow_buffer_lighttrispvs = NULL;
}
void r_shadow_shutdown(void)
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
r_shadow_buffer_surfacelist = NULL;
+ r_shadow_buffer_numshadowtrispvsbytes = 0;
+ if (r_shadow_buffer_shadowtrispvs)
+ Mem_Free(r_shadow_buffer_shadowtrispvs);
+ r_shadow_buffer_numlighttrispvsbytes = 0;
+ if (r_shadow_buffer_lighttrispvs)
+ Mem_Free(r_shadow_buffer_lighttrispvs);
}
void r_shadow_newmap(void)
Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
Cvar_RegisterVariable(&r_shadow_scissor);
+ Cvar_RegisterVariable(&r_shadow_culltriangles);
Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ r_shadow_buffer_shadowtrispvs = NULL;
+ r_shadow_buffer_lighttrispvs = NULL;
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
}
}
-static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
+static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
{
int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+ int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
+ int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
{
if (r_shadow_buffer_leafpvs)
r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
}
+ if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
+ {
+ if (r_shadow_buffer_shadowtrispvs)
+ Mem_Free(r_shadow_buffer_shadowtrispvs);
+ r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
+ r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
+ }
+ if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
+ {
+ if (r_shadow_buffer_lighttrispvs)
+ Mem_Free(r_shadow_buffer_lighttrispvs);
+ r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
+ r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
+ }
}
void R_Shadow_PrepareShadowMark(int numtris)
return false;
}
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
{
- int numverts = surface->num_vertices;
- float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
+ float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
+ float *normal3f = rsurface_normal3f + 3 * firstvertex;
+ float *color4f = rsurface_array_color4f + 4 * firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
if (r_textureunits.integer >= 3)
{
// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
-static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
- int surfacelistindex;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ int i;
+ float *out3f = rsurface_array_texcoord3f + 3 * firstvertex;
+ const float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
+ const float *svector3f = rsurface_svector3f + 3 * firstvertex;
+ const float *tvector3f = rsurface_tvector3f + 3 * firstvertex;
+ const float *normal3f = rsurface_normal3f + 3 * firstvertex;
+ float lightdir[3];
+ for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
- const msurface_t *surface = surfacelist[surfacelistindex];
- int i;
- float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
- const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
- const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
- const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float lightdir[3];
- for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
- {
- VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
- // the cubemap normalizes this for us
- out3f[0] = DotProduct(svector3f, lightdir);
- out3f[1] = DotProduct(tvector3f, lightdir);
- out3f[2] = DotProduct(normal3f, lightdir);
- }
+ VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, lightdir);
+ out3f[1] = DotProduct(tvector3f, lightdir);
+ out3f[2] = DotProduct(normal3f, lightdir);
}
}
-static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
- int surfacelistindex;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ int i;
+ float *out3f = rsurface_array_texcoord3f + 3 * firstvertex;
+ const float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
+ const float *svector3f = rsurface_svector3f + 3 * firstvertex;
+ const float *tvector3f = rsurface_tvector3f + 3 * firstvertex;
+ const float *normal3f = rsurface_normal3f + 3 * firstvertex;
+ float lightdir[3], eyedir[3], halfdir[3];
+ for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
- const msurface_t *surface = surfacelist[surfacelistindex];
- int i;
- float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
- const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
- const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
- const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float lightdir[3], eyedir[3], halfdir[3];
- for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
- {
- VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
- VectorNormalize(lightdir);
- VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
- VectorNormalize(eyedir);
- VectorAdd(lightdir, eyedir, halfdir);
- // the cubemap normalizes this for us
- out3f[0] = DotProduct(svector3f, halfdir);
- out3f[1] = DotProduct(tvector3f, halfdir);
- out3f[2] = DotProduct(normal3f, halfdir);
- }
+ VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+ VectorNormalize(lightdir);
+ VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
+ VectorNormalize(eyedir);
+ VectorAdd(lightdir, eyedir, halfdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, halfdir);
+ out3f[1] = DotProduct(tvector3f, halfdir);
+ out3f[2] = DotProduct(normal3f, halfdir);
}
}
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(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, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
// used to display how many times a surface is lit for level design purposes
GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
R_Mesh_ColorPointer(NULL);
R_Mesh_ResetTextureState();
- RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
}
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(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, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
R_SetupSurfaceShader(lightcolorbase, false);
R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
}
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b)
{
// shared final code for all the dot3 layers
int renders;
for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
{
GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
}
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second pass
memset(&m, 0, sizeof(m));
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
// Limit mult to 64 for sanity sake.
GL_Color(1,1,1,1);
// generate normalization cubemap texcoords
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second pass
memset(&m, 0, sizeof(m));
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second pass
memset(&m, 0, sizeof(m));
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second pass
memset(&m, 0, sizeof(m));
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second pass
memset(&m, 0, sizeof(m));
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second pass
memset(&m, 0, sizeof(m));
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second pass
memset(&m, 0, sizeof(m));
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second pass
memset(&m, 0, sizeof(m));
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
{
float glossexponent;
rmeshstate_t m;
// return;
GL_Color(1,1,1,1);
// generate normalization cubemap texcoords
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
// 2/0/0/1/2 3D combine blendsquare path
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// fourth pass
memset(&m, 0, sizeof(m));
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// fifth pass
memset(&m, 0, sizeof(m));
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// fourth pass
memset(&m, 0, sizeof(m));
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// fourth pass
memset(&m, 0, sizeof(m));
m.texmatrix[1] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
// fifth pass
memset(&m, 0, sizeof(m));
}
// this final code is shared
R_Mesh_TextureState(&m);
- R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(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, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB path (any Geforce, any Radeon)
qboolean doambient = r_shadow_rtlight->ambientscale > 0;
qboolean dospecular = specularscale > 0;
if (!doambient && !dodiffuse && !dospecular)
return;
- RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
R_Mesh_ColorPointer(NULL);
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
if (dopants)
{
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
}
if (doshirt)
{
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
}
if (dospecular)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
}
-void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
{
- int surfacelistindex;
int renders;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- const msurface_t *surface = surfacelist[surfacelistindex];
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
- }
+ int i;
+ int stop;
+ int newfirstvertex;
+ int newlastvertex;
+ int newnumtriangles;
+ int *newe;
+ const int *e;
+ float *c;
+ int newelements[3072];
+ R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
for (renders = 0;renders < 64;renders++)
{
- const int *e;
- int stop;
- int firstvertex;
- int lastvertex;
- int newnumtriangles;
- int *newe;
- int newelements[3072];
stop = true;
- firstvertex = 0;
- lastvertex = 0;
+ newfirstvertex = 0;
+ newlastvertex = 0;
newnumtriangles = 0;
newe = newelements;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- const msurface_t *surface = surfacelist[surfacelistindex];
- const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
- int i;
- // due to low fillrate on the cards this vertex lighting path is
- // designed for, we manually cull all triangles that do not
- // contain a lit vertex
- // this builds batches of triangles from multiple surfaces and
- // renders them at once
- for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+ // due to low fillrate on the cards this vertex lighting path is
+ // designed for, we manually cull all triangles that do not
+ // contain a lit vertex
+ // this builds batches of triangles from multiple surfaces and
+ // renders them at once
+ for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
+ {
+ if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
{
- if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+ if (newnumtriangles)
{
- if (newnumtriangles)
- {
- firstvertex = min(firstvertex, e[0]);
- lastvertex = max(lastvertex, e[0]);
- }
- else
- {
- firstvertex = e[0];
- lastvertex = e[0];
- }
- firstvertex = min(firstvertex, e[1]);
- lastvertex = max(lastvertex, e[1]);
- firstvertex = min(firstvertex, e[2]);
- lastvertex = max(lastvertex, e[2]);
- newe[0] = e[0];
- newe[1] = e[1];
- newe[2] = e[2];
- newnumtriangles++;
- newe += 3;
- if (newnumtriangles >= 1024)
- {
- GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
- R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
- newnumtriangles = 0;
- newe = newelements;
- stop = false;
- }
+ newfirstvertex = min(newfirstvertex, e[0]);
+ newlastvertex = max(newlastvertex, e[0]);
+ }
+ else
+ {
+ newfirstvertex = e[0];
+ newlastvertex = e[0];
+ }
+ newfirstvertex = min(newfirstvertex, e[1]);
+ newlastvertex = max(newlastvertex, e[1]);
+ newfirstvertex = min(newfirstvertex, e[2]);
+ newlastvertex = max(newlastvertex, e[2]);
+ newe[0] = e[0];
+ newe[1] = e[1];
+ newe[2] = e[2];
+ newnumtriangles++;
+ newe += 3;
+ if (newnumtriangles >= 1024)
+ {
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements);
+ newnumtriangles = 0;
+ newe = newelements;
+ stop = false;
}
}
}
if (newnumtriangles >= 1)
{
- GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
- R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
+ R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements);
stop = false;
}
- GL_LockArrays(0, 0);
// if we couldn't find any lit triangles, exit early
if (stop)
break;
// handling of negative colors
// (some old drivers even have improper handling of >1 color)
stop = true;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
{
- int i;
- float *c;
- const msurface_t *surface = surfacelist[surfacelistindex];
- for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ if (c[0] > 1 || c[1] > 1 || c[2] > 1)
{
- if (c[0] > 1 || c[1] > 1 || c[2] > 1)
- {
- c[0] = max(0, c[0] - 1);
- c[1] = max(0, c[1] - 1);
- c[2] = max(0, c[2] - 1);
- stop = false;
- }
- else
- VectorClear(c);
+ c[0] = max(0, c[0] - 1);
+ c[1] = max(0, c[1] - 1);
+ c[2] = max(0, c[2] - 1);
+ stop = false;
}
+ else
+ VectorClear(c);
}
// another check...
if (stop)
}
}
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(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, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
// OpenGL 1.1 path (anything)
model_t *model = rsurface_entity->model;
}
}
R_Mesh_TextureState(&m);
- RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
R_Mesh_TexBind(0, R_GetTexture(basetexture));
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
if (dopants)
{
R_Mesh_TexBind(0, R_GetTexture(pantstexture));
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
R_Mesh_TexBind(0, R_GetTexture(shirttexture));
- R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
+ R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
}
}
-void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
// FIXME: support MATERIALFLAG_NODEPTHTEST
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
break;
default:
- Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+ Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
}
}
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
break;
default:
- Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+ Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
}
}
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
+ int i;
+ int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
+ int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
unsigned char *data;
{
// this variable must be set for the CompileShadowVolume code
r_shadow_compilingrtlight = rtlight;
- R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
- model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
+ model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
- data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+ numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
+ numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
+ data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
+ rtlight->static_numsurfaces = numsurfaces;
+ rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
rtlight->static_numleafs = numleafs;
- rtlight->static_numleafpvsbytes = numleafpvsbytes;
rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+ rtlight->static_numleafpvsbytes = numleafpvsbytes;
rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
- rtlight->static_numsurfaces = numsurfaces;
- rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
- if (numleafs)
+ rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
+ rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
+ rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
+ rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
+ if (rtlight->static_numsurfaces)
+ memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+ if (rtlight->static_numleafs)
memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
- if (numleafpvsbytes)
+ if (rtlight->static_numleafpvsbytes)
memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
- if (numsurfaces)
- memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+ if (rtlight->static_numshadowtrispvsbytes)
+ memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
+ if (rtlight->static_numlighttrispvsbytes)
+ memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
if (model->CompileShadowVolume && rtlight->shadow)
model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
// now we're done compiling the rtlight
//rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
shadowmeshes = 0;
- shadowtris = 0;
+ shadowmeshtris = 0;
if (rtlight->static_meshchain_shadow)
{
shadowmesh_t *mesh;
for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
shadowmeshes++;
- shadowtris += mesh->numtriangles;
+ shadowmeshtris += mesh->numtriangles;
}
}
+ lighttris = 0;
+ if (rtlight->static_numlighttrispvsbytes)
+ for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
+ if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
+ lighttris++;
+
+ shadowtris = 0;
+ if (rtlight->static_numlighttrispvsbytes)
+ for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
+ if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
+ shadowtris++;
+
if (developer.integer >= 10)
- Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
+ Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
rtlight->static_meshchain_shadow = NULL;
// these allocations are grouped
- if (rtlight->static_leaflist)
- Mem_Free(rtlight->static_leaflist);
+ if (rtlight->static_surfacelist)
+ Mem_Free(rtlight->static_surfacelist);
rtlight->static_numleafs = 0;
rtlight->static_numleafpvsbytes = 0;
rtlight->static_leaflist = NULL;
rtlight->static_leafpvs = NULL;
rtlight->static_numsurfaces = 0;
rtlight->static_surfacelist = NULL;
+ rtlight->static_numshadowtrispvsbytes = 0;
+ rtlight->static_shadowtrispvs = NULL;
+ rtlight->static_numlighttrispvsbytes = 0;
+ rtlight->static_lighttrispvs = NULL;
rtlight->compiled = false;
}
}
R_RTLight_Uncompile(&light->rtlight);
}
-void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
- model_t *model = ent->model;
- vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
- vec_t relativeshadowradius;
- if (ent == r_refdef.worldentity)
+ RSurf_ActiveWorldEntity();
+ if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
- RSurf_ActiveWorldEntity();
- if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+ shadowmesh_t *mesh;
+ CHECKGLERROR
+ for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
- shadowmesh_t *mesh;
- CHECKGLERROR
- for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
+ R_Mesh_VertexPointer(mesh->vertex3f);
+ GL_LockArrays(0, mesh->numverts);
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
- r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
- R_Mesh_VertexPointer(mesh->vertex3f);
- GL_LockArrays(0, mesh->numverts);
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
- {
- // decrement stencil if backface is behind depthbuffer
- GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
- R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
- // increment stencil if frontface is behind depthbuffer
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
- }
+ // decrement stencil if backface is behind depthbuffer
+ GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
- GL_LockArrays(0, 0);
+ // increment stencil if frontface is behind depthbuffer
+ GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
- CHECKGLERROR
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+ GL_LockArrays(0, 0);
}
- else if (numsurfaces)
- model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
+ CHECKGLERROR
}
- else
+ else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
{
- RSurf_ActiveModelEntity(ent, false, false);
- Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
- relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
- relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
- relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
- relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
- relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
- relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
- relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
- model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+ int t, tend;
+ int surfacelistindex;
+ msurface_t *surface;
+ R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = r_refdef.worldmodel->data_surfaces + surfacelist[surfacelistindex];
+ for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
+ if (CHECKPVSBIT(trispvs, t))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
}
+ else if (numsurfaces)
+ r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
+}
+
+void R_Shadow_DrawEntityShadow(entity_render_t *ent)
+{
+ vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
+ vec_t relativeshadowradius;
+ RSurf_ActiveModelEntity(ent, false, false);
+ Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
+ relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
+ relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
+ relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
+ relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
+ relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
+ relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
+ relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
+ ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
}
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
{
// set up properties for rendering light onto this entity
- if (ent == r_refdef.worldentity)
- RSurf_ActiveWorldEntity();
- else
- RSurf_ActiveModelEntity(ent, true, true);
+ RSurf_ActiveModelEntity(ent, true, true);
Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
}
+void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+ if (!r_refdef.worldmodel->DrawLight)
+ return;
+
+ // set up properties for rendering light onto this entity
+ RSurf_ActiveWorldEntity();
+ r_shadow_entitytolight = r_shadow_rtlight->matrix_worldtolight;
+ Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
+ Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
+ VectorCopy(r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
+ if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+ R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+
+ r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
+}
+
void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
{
model_t *model = ent->model;
if (!model->DrawLight)
return;
+
R_Shadow_SetupEntityLight(ent);
- if (ent == r_refdef.worldentity)
- model->DrawLight(ent, numsurfaces, surfacelist);
- else
- model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
+
+ model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
}
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
float f;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
- unsigned char *leafpvs;
+ unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
int numlightentities;
int numshadowentities;
entity_render_t *lightentities[MAX_EDICTS];
leafpvs = rtlight->static_leafpvs;
numsurfaces = rtlight->static_numsurfaces;
surfacelist = rtlight->static_surfacelist;
+ shadowtrispvs = rtlight->static_shadowtrispvs;
+ lighttrispvs = rtlight->static_lighttrispvs;
}
else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
- r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
+ r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
+ shadowtrispvs = r_shadow_buffer_shadowtrispvs;
+ lighttrispvs = r_shadow_buffer_lighttrispvs;
// if the reduced leaf bounds are offscreen, skip it
if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
return;
leafpvs = NULL;
numsurfaces = 0;
surfacelist = NULL;
+ shadowtrispvs = NULL;
+ lighttrispvs = NULL;
}
// check if light is illuminating any visible leafs
if (numleafs)
// make a list of lit entities and shadow casting entities
numlightentities = 0;
numshadowentities = 0;
- // don't count the world unless some surfaces are actually lit
- if (numsurfaces)
- {
- lightentities[numlightentities++] = r_refdef.worldentity;
- shadowentities[numshadowentities++] = r_refdef.worldentity;
- }
// add dynamic entities that are lit by the light
if (r_drawentities.integer)
{
}
// return if there's nothing at all to light
- if (!numlightentities)
+ if (!numlightentities && !numsurfaces)
return;
// don't let sound skip if going slow
r_refdef.stats.lights++;
usestencil = false;
- if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+ if (numsurfaces + numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
{
// draw stencil shadow volumes to mask off pixels that are in shadow
// so that they won't receive lighting
{
usestencil = true;
R_Shadow_RenderMode_StencilShadowVolumes();
+ if (numsurfaces)
+ R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityShadow(shadowentities[i]);
}
// optionally draw visible shape of the shadow volumes
if (r_showshadowvolumes.integer)
{
R_Shadow_RenderMode_VisibleShadowVolumes();
+ if (numsurfaces)
+ R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
- R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityShadow(shadowentities[i]);
}
}
- if (numlightentities)
+ if (numsurfaces + numlightentities)
{
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(usestencil, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
if (r_showlighting.integer)
{
R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+ if (numsurfaces)
+ R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
}