From: havoc Date: Mon, 4 Nov 2002 01:28:08 +0000 (+0000) Subject: removed use of 3D textures X-Git-Tag: RELEASE_0_2_0_RC1~86 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=034cc2f41e93d705c4437ed99564bdeeac6d4883;p=xonotic%2Fdarkplaces.git removed use of 3D textures git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2599 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/r_shadow.c b/r_shadow.c index 449e2a47..d263a08b 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -23,7 +23,6 @@ int maxtrianglefacinglight; qbyte *trianglefacinglight; rtexturepool_t *r_shadow_texturepool; -rtexture_t *r_shadow_normalsattenuationtexture; rtexture_t *r_shadow_normalscubetexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_blankbumptexture; @@ -33,7 +32,6 @@ rtexture_t *r_shadow_blankwhitetexture; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "2"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"}; -cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "0"}; cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; @@ -54,7 +52,6 @@ void r_shadow_start(void) shadowelements = NULL; maxtrianglefacinglight = 0; trianglefacinglight = NULL; - r_shadow_normalsattenuationtexture = NULL; r_shadow_normalscubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_blankbumptexture = NULL; @@ -69,7 +66,6 @@ void r_shadow_shutdown(void) { R_Shadow_ClearWorldLights(); r_shadow_reloadlights = true; - r_shadow_normalsattenuationtexture = NULL; r_shadow_normalscubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_blankbumptexture = NULL; @@ -94,7 +90,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_lightattenuationscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_realtime); - Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_scissor); @@ -353,42 +348,6 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) } float r_shadow_atten1; -#define ATTEN3DSIZE 64 -static void R_Shadow_Make3DTextures(void) -{ - int x, y, z; - float v[3], intensity, ilen, bordercolor[4]; - qbyte *data; - data = Mem_Alloc(tempmempool, ATTEN3DSIZE * ATTEN3DSIZE * ATTEN3DSIZE * 4); - for (z = 0;z < ATTEN3DSIZE;z++) - { - for (y = 0;y < ATTEN3DSIZE;y++) - { - for (x = 0;x < ATTEN3DSIZE;x++) - { - v[0] = (x + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f; - v[1] = (y + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f; - v[2] = (z + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f; - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity *= intensity; - ilen = 127.0f * bound(0, intensity * r_shadow_atten1, 1) / sqrt(DotProduct(v, v)); - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = 128.0f + ilen * v[0]; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = 128.0f + ilen * v[1]; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = 128.0f + ilen * v[2]; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = 255; - } - } - } - r_shadow_normalsattenuationtexture = R_LoadTexture3D(r_shadow_texturepool, "normalsattenuation", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - Mem_Free(data); - bordercolor[0] = 0.5f; - bordercolor[1] = 0.5f; - bordercolor[2] = 0.5f; - bordercolor[3] = 1.0f; - qglTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, bordercolor); -} - static void R_Shadow_MakeTextures(void) { int x, y, d, side; @@ -483,22 +442,14 @@ static void R_Shadow_MakeTextures(void) } r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_MIPMAP, NULL); Mem_Free(data); - if (r_shadow_texture3d.integer) - R_Shadow_Make3DTextures(); } void R_Shadow_Stage_Begin(void) { rmeshstate_t m; - if (r_shadow_texture3d.integer && !gl_texture3d) - { - Con_Printf("3D texture support not detected, falling back on slower 2D + 1D + normalization lighting\n"); - Cvar_SetValueQuick(&r_shadow_texture3d, 0); - } //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1); if (!r_shadow_attenuation2dtexture - || (r_shadow_texture3d.integer && !r_shadow_normalsattenuationtexture) || r_shadow_lightattenuationscale.value != r_shadow_atten1) R_Shadow_MakeTextures(); if (r_shadow_reloadlights && cl.worldmodel) @@ -832,70 +783,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element // 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) - { - if (r_textureunits.integer >= 4 && !lightcubemap) - { - // 4 texture 3D combine path, one pass, no light cubemap support - m.tex[0] = R_GetTexture(bumptexture); - m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture); - m.tex[2] = R_GetTexture(basetexture); - m.tex[3] = R_GetTexture(r_shadow_blankwhitetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGB_ARB; - m.texcombinergb[2] = GL_MODULATE; - m.texcombinergb[3] = GL_MODULATE; - R_Mesh_TextureState(&m); - memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4])); - memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4])); - R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius); - qglActiveTexture(GL_TEXTURE3_ARB); - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); - colorscale = r_colorscale * r_shadow_lightintensityscale.value; - for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]); - colorscale *= scale; - GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1); - for (renders = 0;renders < mult;renders++) - R_Mesh_Draw(numverts, numtriangles, elements); - qglActiveTexture(GL_TEXTURE3_ARB); - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); - } - else - { - // 2 texture no3D combine path, two pass - m.tex[0] = R_GetTexture(bumptexture); - m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture); - 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_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius); - R_Mesh_Draw(numverts, numtriangles, elements); - - m.tex[0] = R_GetTexture(basetexture); - m.tex3d[1] = 0; - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - R_Mesh_TextureState(&m); - qglColorMask(1,1,1,1); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - qglEnable(GL_BLEND); - if (lightcubemap) - R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin); - - colorscale = r_colorscale * r_shadow_lightintensityscale.value; - for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]); - colorscale *= scale; - GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1); - for (renders = 0;renders < mult;renders++) - R_Mesh_Draw(numverts, numtriangles, elements); - } - } - else if (r_textureunits.integer >= 4) + if (r_textureunits.integer >= 4) { // 4 texture no3D combine path, two pass m.tex[0] = R_GetTexture(bumptexture); diff --git a/r_shadow.h b/r_shadow.h index 40eb5ab1..8b97e421 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -5,7 +5,6 @@ extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; extern cvar_t r_shadow_realtime; -extern cvar_t r_shadow_texture3d; extern cvar_t r_shadow_gloss; extern cvar_t r_shadow_debuglight;