fteqw/engine/gl/gl_shadow.c

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#include "quakedef.h"
#ifdef GLQUAKE
#ifdef RTLIGHTS
#include "glquake.h"
#include "shader.h"
#define lradius l->radius
#define nearplane (16)
#if 0//def _DEBUG
#define checkerror() if (qglGetError()) Con_Printf("Error detected at line %s:%i\n", __FILE__, __LINE__)
#else
#define checkerror()
#endif
static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour);
struct {
int numlights;
int shadowsurfcount;
int numfrustumculled;
int numpvsculled;
int numscissorculled;
} bench;
typedef struct {
unsigned int count;
unsigned int max;
msurface_t **s;
} shadowmeshsurfs_t;
typedef struct shadowmesh_s {
unsigned int numindicies;
unsigned int maxindicies;
index_t *indicies;
unsigned int numverts;
unsigned int maxverts;
vecV_t *verts;
//we also have a list of all the surfaces that this light lights.
unsigned int numsurftextures;
shadowmeshsurfs_t *litsurfs;
unsigned int leafbytes;
unsigned char *litleaves;
} shadowmesh_t;
/*state of the current shadow mesh*/
#define inc 128
int sh_shadowframe;
static int sh_type;
static int sh_firstindex;
static int sh_vertnum; //vertex number (set to 0 at SH_Begin)
static shadowmesh_t *sh_shmesh, sh_tempshmesh;
/* functions to add geometry to the shadow mesh */
static void SHM_Begin (GLenum e)
{
sh_type = e;
sh_firstindex = sh_shmesh->numverts;
}
static void SHM_End (void)
{
int i;
int v1, v2;
switch(sh_type)
{
case GL_POLYGON:
i = (sh_shmesh->numindicies+(sh_vertnum-2)*3+inc+5)&~(inc-1); //and a bit of padding
if (sh_shmesh->maxindicies != i)
{
sh_shmesh->maxindicies = i;
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
}
//decompose the poly into a triangle fan.
v1 = sh_firstindex + 0;
v2 = sh_firstindex + 1;
for (i = 2; i < sh_vertnum; i++)
{
sh_shmesh->indicies[sh_shmesh->numindicies++] = v1;
sh_shmesh->indicies[sh_shmesh->numindicies++] = v2;
sh_shmesh->indicies[sh_shmesh->numindicies++] = v2 = sh_firstindex + i;
}
sh_vertnum = 0;
break;
case GL_TRIANGLES:
i = (sh_shmesh->numindicies+(sh_vertnum)+inc+5)&~(inc-1); //and a bit of padding
if (sh_shmesh->maxindicies != i)
{
sh_shmesh->maxindicies = i;
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
}
//add the extra triangles
for (i = 0; i < sh_vertnum; i+=3)
{
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+1;
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
}
sh_vertnum = 0;
break;
case GL_QUADS:
i = (sh_shmesh->numindicies+(sh_vertnum/4)*6+inc+5)&~(inc-1); //and a bit of padding
if (sh_shmesh->maxindicies != i)
{
sh_shmesh->maxindicies = i;
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
}
//add the extra triangles
for (i = 0; i < sh_vertnum; i+=4)
{
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+1;
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+3;
}
sh_vertnum = 0;
break;
default:
if (sh_vertnum)
Sys_Error("SH_End: verticies were left");
}
}
static void SHM_Vertex3f (GLfloat x, GLfloat y, GLfloat z)
{
int i;
//add the verts as we go
i = (sh_shmesh->numverts+inc+5)&~(inc-1); //and a bit of padding
if (sh_shmesh->maxverts != i)
{
sh_shmesh->maxverts = i;
sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
}
sh_shmesh->verts[sh_shmesh->numverts][0] = x;
sh_shmesh->verts[sh_shmesh->numverts][1] = y;
sh_shmesh->verts[sh_shmesh->numverts][2] = z;
sh_vertnum++;
sh_shmesh->numverts++;
switch(sh_type)
{
case GL_POLYGON:
break;
case GL_TRIANGLES:
if (sh_vertnum == 3)
{
SHM_End();
sh_firstindex = sh_shmesh->numverts;
}
break;
case GL_QUADS:
if (sh_vertnum == 4)
{
SHM_End();
sh_firstindex = sh_shmesh->numverts;
}
break;
default:
Sys_Error("SH_Vertex3f: bad type");
}
}
static void APIENTRY SHM_Vertex3fv (const GLfloat *v)
{
SHM_Vertex3f(v[0], v[1], v[2]);
}
static void SHM_Shadow_Cache_Surface(msurface_t *surf)
{
int i;
#pragma message("Remove this loop ffs!")
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
if (surf->texinfo->texture == cl.worldmodel->textures[i])
{
if (sh_shmesh->litsurfs[i].count == sh_shmesh->litsurfs[i].max)
{
sh_shmesh->litsurfs[i].max += 64;
sh_shmesh->litsurfs[i].s = BZ_Realloc(sh_shmesh->litsurfs[i].s, sizeof(void*)*(sh_shmesh->litsurfs[i].max));
}
sh_shmesh->litsurfs[i].s[sh_shmesh->litsurfs[i].count] = surf;
sh_shmesh->litsurfs[i].count++;
break;
}
}
}
static void SHM_Shadow_Cache_Leaf(mleaf_t *leaf)
{
int i;
i = leaf - cl.worldmodel->leafs;
sh_shmesh->litleaves[i>>3] |= 1<<(i&7);
}
static void SHM_BeginShadowMesh(dlight_t *dl)
{
unsigned int i;
sh_vertnum = 0;
if (!dl->die)
{
sh_shmesh = Z_Malloc(sizeof(*sh_shmesh) + (cl.worldmodel->numleafs+7)/8);
sh_shmesh->leafbytes = (cl.worldmodel->numleafs+7)/8;
sh_shmesh->litleaves = (unsigned char*)(sh_shmesh+1);
dl->worldshadowmesh = sh_shmesh;
}
else
{
unsigned int lb;
//FIXME: many dynamic lights are static. cache for a frame and see if it can be reused.
sh_shmesh = &sh_tempshmesh;
lb = (cl.worldmodel->numleafs+7)/8;
if (sh_shmesh->leafbytes != lb)
{
sh_shmesh->leafbytes = lb;
Z_Free(sh_shmesh->litleaves);
sh_shmesh->litleaves = Z_Malloc(lb);
}
}
sh_shmesh->maxverts = 0;
sh_shmesh->numverts = 0;
sh_shmesh->maxindicies = 0;
sh_shmesh->numindicies = 0;
if (sh_shmesh->numsurftextures < cl.worldmodel->numtextures)
{
if (sh_shmesh->litsurfs)
{
for (i = 0; i < sh_shmesh->numsurftextures; i++)
Z_Free(sh_shmesh->litsurfs[i].s);
Z_Free(sh_shmesh->litsurfs);
}
sh_shmesh->litsurfs = Z_Malloc(sizeof(shadowmeshsurfs_t)*cl.worldmodel->numtextures);
sh_shmesh->numsurftextures=cl.worldmodel->numtextures;
}
else
{
for (i = 0; i < sh_shmesh->numsurftextures; i++)
sh_shmesh->litsurfs[i].count = 0;
}
}
static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
{
return sh_shmesh;
}
/*state of the world that is still to compile*/
static struct {
short count;
short count2;
int next;
int prev;
} edge[MAX_MAP_EDGES];
static int firstedge;
static void SHM_RecursiveWorldNodeQ1_r (dlight_t *dl, mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int v;
float *v1;
vec3_t v3;
float l, maxdist;
int j, s, t;
vec3_t impact;
if (node->shadowframe != sh_shadowframe)
return;
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
//if light areabox is outside node, ignore node + children
for (c = 0; c < 3; c++)
{
if (dl->origin[c] + dl->radius < node->minmaxs[c])
return;
if (dl->origin[c] - dl->radius > node->minmaxs[3+c])
return;
}
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
SHM_Shadow_Cache_Leaf(pleaf);
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->shadowframe = sh_shadowframe;
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = dl->origin[0] - plane->dist;
break;
case PLANE_Y:
dot = dl->origin[1] - plane->dist;
break;
case PLANE_Z:
dot = dl->origin[2] - plane->dist;
break;
default:
dot = DotProduct (dl->origin, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
SHM_RecursiveWorldNodeQ1_r (dl, node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
{
maxdist = dl->radius*dl->radius;
for ( ; c ; c--, surf++)
{
if (surf->shadowframe != sh_shadowframe)
continue;
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
// continue; // wrong side
// if (surf->flags & SURF_PLANEBACK)
// continue;
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows
continue;
}
//is the light on the right side?
if (surf->flags & SURF_PLANEBACK)
{//inverted normal.
if (-DotProduct(surf->plane->normal, dl->origin)+surf->plane->dist >= dl->radius)
continue;
}
else
{
if (DotProduct(surf->plane->normal, dl->origin)-surf->plane->dist >= dl->radius)
continue;
}
//Yeah, you can blame LordHavoc for this alternate code here.
for (j=0 ; j<3 ; j++)
impact[j] = dl->origin[j] - surf->plane->normal[j]*dot;
// clamp center of light to corner and check brightness
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
s = l - s;
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
t = l - t;
// compare to minimum light
if ((s*s+t*t+dot*dot) < maxdist)
{
SHM_Shadow_Cache_Surface(surf);
#define PROJECTION_DISTANCE (float)(dl->radius*2)//0x7fffffff
//build a list of the edges that are to be drawn.
for (v = 0; v < surf->numedges; v++)
{
int e, delta;
e = cl.worldmodel->surfedges[surf->firstedge+v];
//negative edge means backwards edge.
if (e < 0)
{
e=-e;
delta = -1;
}
else
{
delta = 1;
}
if (!edge[e].count)
{
if (firstedge)
edge[firstedge].prev = e;
edge[e].next = firstedge;
edge[e].prev = 0;
firstedge = e;
edge[e].count = delta;
}
else
{
edge[e].count += delta;
if (!edge[e].count) //unlink
{
if (edge[e].next)
{
edge[edge[e].next].prev = edge[e].prev;
}
if (edge[e].prev)
edge[edge[e].prev].next = edge[e].next;
else
firstedge = edge[e].next;
}
}
}
//fixme:this only works becuse q1bsps don't have combined meshes yet...
SHM_Begin(GL_POLYGON);
for (v = 0; v < surf->mesh->numvertexes; v++)
{
SHM_Vertex3fv(surf->mesh->xyz_array[v]);
}
SHM_End();
//back (depth precision doesn't matter)
SHM_Begin(GL_POLYGON);
for (v = surf->mesh->numvertexes-1; v >=0; v--)
{
v1 = surf->mesh->xyz_array[v];
v3[0] = ( v1[0]-dl->origin[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-dl->origin[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-dl->origin[2] )*PROJECTION_DISTANCE;
SHM_Vertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
}
SHM_End();
}
}
}
}
// recurse down the back side
SHM_RecursiveWorldNodeQ1_r (dl, node->children[!side]);
}
static void SHM_RecursiveWorldNodeQ2_r (dlight_t *dl, mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int v;
float *v1;
vec3_t v3;
float l, maxdist;
int j, s, t;
vec3_t impact;
if (node->shadowframe != sh_shadowframe)
return;
if (node->contents == Q2CONTENTS_SOLID)
return; // solid
//if light areabox is outside node, ignore node + children
for (c = 0; c < 3; c++)
{
if (dl->origin[c] + dl->radius < node->minmaxs[c])
return;
if (dl->origin[c] - dl->radius > node->minmaxs[3+c])
return;
}
// if a leaf node, draw stuff
if (node->contents != -1)
{
pleaf = (mleaf_t *)node;
SHM_Shadow_Cache_Leaf(pleaf);
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->shadowframe = sh_shadowframe;
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = dl->origin[0] - plane->dist;
break;
case PLANE_Y:
dot = dl->origin[1] - plane->dist;
break;
case PLANE_Z:
dot = dl->origin[2] - plane->dist;
break;
default:
dot = DotProduct (dl->origin, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
SHM_RecursiveWorldNodeQ2_r (dl, node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
{
maxdist = dl->radius*dl->radius;
for ( ; c ; c--, surf++)
{
if (surf->shadowframe != sh_shadowframe)
continue;
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
// continue; // wrong side
// if (surf->flags & SURF_PLANEBACK)
// continue;
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows
continue;
}
//is the light on the right side?
if (surf->flags & SURF_PLANEBACK)
{//inverted normal.
if (-DotProduct(surf->plane->normal, dl->origin)+surf->plane->dist >= dl->radius)
continue;
}
else
{
if (DotProduct(surf->plane->normal, dl->origin)-surf->plane->dist >= dl->radius)
continue;
}
//Yeah, you can blame LordHavoc for this alternate code here.
for (j=0 ; j<3 ; j++)
impact[j] = dl->origin[j] - surf->plane->normal[j]*dot;
// clamp center of light to corner and check brightness
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
s = l - s;
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
t = l - t;
// compare to minimum light
if ((s*s+t*t+dot*dot) < maxdist)
{
SHM_Shadow_Cache_Surface(surf);
#define PROJECTION_DISTANCE (float)(dl->radius*2)//0x7fffffff
//build a list of the edges that are to be drawn.
for (v = 0; v < surf->numedges; v++)
{
int e, delta;
e = cl.worldmodel->surfedges[surf->firstedge+v];
//negative edge means backwards edge.
if (e < 0)
{
e=-e;
delta = -1;
}
else
{
delta = 1;
}
if (!edge[e].count)
{
if (firstedge)
edge[firstedge].prev = e;
edge[e].next = firstedge;
edge[e].prev = 0;
firstedge = e;
edge[e].count = delta;
}
else
{
edge[e].count += delta;
if (!edge[e].count) //unlink
{
if (edge[e].next)
{
edge[edge[e].next].prev = edge[e].prev;
}
if (edge[e].prev)
edge[edge[e].prev].next = edge[e].next;
else
firstedge = edge[e].next;
}
}
}
SHM_Begin(GL_POLYGON);
for (v = 0; v < surf->mesh->numvertexes; v++)
{
SHM_Vertex3fv(surf->mesh->xyz_array[v]);
}
SHM_End();
//back (depth precision doesn't matter)
SHM_Begin(GL_POLYGON);
for (v = surf->mesh->numvertexes-1; v >=0; v--)
{
v1 = surf->mesh->xyz_array[v];
v3[0] = ( v1[0]-dl->origin[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-dl->origin[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-dl->origin[2] )*PROJECTION_DISTANCE;
SHM_Vertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
}
SHM_End();
}
}
}
}
// recurse down the back side
SHM_RecursiveWorldNodeQ2_r (dl, node->children[!side]);
}
#ifdef Q2BSPS
static void SHM_MarkLeavesQ2(dlight_t *dl, unsigned char *lvis, unsigned char *vvis)
{
mnode_t *node;
int i;
mleaf_t *leaf;
int cluster;
sh_shadowframe++;
if (!dl->die)
{
//static
//variation on mark leaves
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
cluster = leaf->cluster;
if (cluster == -1)
continue;
if (lvis[cluster>>3] & (1<<(cluster&7)))// && vvis[cluster>>3] & (1<<(cluster&7)))
{
node = (mnode_t *)leaf;
do
{
if (node->shadowframe == sh_shadowframe)
break;
node->shadowframe = sh_shadowframe;
node = node->parent;
} while (node);
}
}
}
else
{
//dynamic lights will be discarded after this frame anyway, so only include leafs that are visible
//variation on mark leaves
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
cluster = leaf->cluster;
if (cluster == -1)
continue;
if (lvis[cluster>>3] & vvis[cluster>>3] & (1<<(cluster&7)))
{
node = (mnode_t *)leaf;
do
{
if (node->shadowframe == sh_shadowframe)
break;
node->shadowframe = sh_shadowframe;
node = node->parent;
} while (node);
}
}
}
}
#endif
static void SHM_MarkLeavesQ1(dlight_t *dl, unsigned char *lvis, unsigned char *vvis)
{
mnode_t *node;
int i;
sh_shadowframe++;
if (!dl->die || !vvis)
{
//static
//variation on mark leaves
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
{
if (lvis[i>>3] & (1<<(i&7)))// && vvis[i>>3] & (1<<(i&7)))
{
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
do
{
if (node->shadowframe == sh_shadowframe)
break;
node->shadowframe = sh_shadowframe;
node = node->parent;
} while (node);
}
}
}
else
{
//dynamic lights will be discarded after this frame anyway, so only include leafs that are visible
//variation on mark leaves
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
{
if (lvis[i>>3] & vvis[i>>3] & (1<<(i&7)))
{
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
do
{
if (node->shadowframe == sh_shadowframe)
break;
node->shadowframe = sh_shadowframe;
node = node->parent;
} while (node);
}
}
}
}
#ifdef Q3BSPS
void SHM_RecursiveWorldNodeQ3_r (dlight_t *dl, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t **msurf;
msurface_t *surf;
mleaf_t *leaf;
int i;
if (node->contents != -1)
{
leaf = (mleaf_t *)node;
SHM_Shadow_Cache_Leaf(leaf);
// mark the polygons
msurf = leaf->firstmarksurface;
for (i=0 ; i<leaf->nummarksurfaces ; i++, msurf++)
{
surf = *msurf;
//only check each surface once. it can appear in multiple leafs.
if (surf->shadowframe == sh_shadowframe)
continue;
surf->shadowframe = sh_shadowframe;
SHM_Shadow_Cache_Surface(surf);
}
return;
}
splitplane = node->plane;
dist = DotProduct (dl->origin, splitplane->normal) - splitplane->dist;
if (dist > dl->radius)
{
SHM_RecursiveWorldNodeQ3_r (dl, node->children[0]);
return;
}
if (dist < -dl->radius)
{
SHM_RecursiveWorldNodeQ3_r (dl, node->children[1]);
return;
}
SHM_RecursiveWorldNodeQ3_r (dl, node->children[0]);
SHM_RecursiveWorldNodeQ3_r (dl, node->children[1]);
}
#endif
static SHM_ComposeVolume_BruteForce(dlight_t *dl)
{
shadowmeshsurfs_t *sms;
unsigned int tno;
unsigned int sno;
unsigned int vno, vno2;
unsigned int fvert, lvert;
float *v1;
vec3_t v3;
mesh_t *sm;
for (tno = 0; tno < sh_shmesh->numsurftextures; tno++)
{
sms = &sh_shmesh->litsurfs[tno];
if (!sms->count)
continue;
for (sno = 0; sno < sms->count; sno++)
{
sm = sms->s[sno]->mesh;
if (sm->istrifan)
{
//planer poly
//if ((rand()&63)!=63)
//continue;
fvert = sh_shmesh->numverts;
//front
SHM_Begin(GL_POLYGON);
for (vno = 0; vno < sm->numvertexes; vno++)
{
SHM_Vertex3fv(sm->xyz_array[vno]);
}
SHM_End();
//back (depth precision doesn't matter)
SHM_Begin(GL_POLYGON);
for (vno = sm->numvertexes; vno > 0; )
{
vno--;
v1 = sm->xyz_array[vno];
v3[0] = (v1[0]-dl->origin[0])*PROJECTION_DISTANCE;
v3[1] = (v1[1]-dl->origin[1])*PROJECTION_DISTANCE;
v3[2] = (v1[2]-dl->origin[2])*PROJECTION_DISTANCE;
SHM_Vertex3f(v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
}
SHM_End();
vno = (sh_shmesh->numindicies+sm->numvertexes*6); //and a bit of padding
if (sh_shmesh->maxindicies < vno)
{
sh_shmesh->maxindicies = vno;
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, vno * sizeof(*sh_shmesh->indicies));
}
lvert = fvert + sm->numvertexes*2-1;
for (vno = 0; vno < sm->numvertexes; vno++)
{
if (vno == sm->numvertexes-1)
vno2 = 0;
else
vno2 = vno+1;
sh_shmesh->indicies[sh_shmesh->numindicies++] = fvert+vno;
sh_shmesh->indicies[sh_shmesh->numindicies++] = lvert-vno;
sh_shmesh->indicies[sh_shmesh->numindicies++] = fvert+vno2;
sh_shmesh->indicies[sh_shmesh->numindicies++] = lvert-vno;
sh_shmesh->indicies[sh_shmesh->numindicies++] = lvert-vno2;
sh_shmesh->indicies[sh_shmesh->numindicies++] = fvert+vno2;
}
}
else
{
/*each triangle may or may not face the light*/
}
}
}
/* unsigned int numindicies;
unsigned int maxindicies;
index_t *indicies;
unsigned int numverts;
unsigned int maxverts;
vec3_t *verts;
//we also have a list of all the surfaces that this light lights.
unsigned int numsurftextures;
shadowmeshsurfs_t *litsurfs;
unsigned int leafbytes;
unsigned char *litleaves;
*/
}
static struct shadowmesh_s *SHM_BuildShadowVolumeMesh(dlight_t *dl, unsigned char *lvis, unsigned char *vvis)
{
float *v1, *v2;
vec3_t v3, v4;
if (dl->worldshadowmesh)
return dl->worldshadowmesh;
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife)
{
SHM_BeginShadowMesh(dl);
SHM_MarkLeavesQ1(dl, lvis, vvis);
SHM_RecursiveWorldNodeQ1_r(dl, cl.worldmodel->nodes);
}
#ifdef Q3BSPS
else if (cl.worldmodel->fromgame == fg_quake3)
{
SHM_BeginShadowMesh(dl);
sh_shadowframe++;
SHM_RecursiveWorldNodeQ3_r(dl, cl.worldmodel->nodes);
SHM_ComposeVolume_BruteForce(dl);
return SHM_FinishShadowMesh(dl);
// SHM_RecursiveWorldNodeQ3_r(cl.worldmodel->nodes);
//if generating shadow volumes too:
// decompose the shadow-casting faces into triangles
// find neighbours
// emit front faces (clip back faces to the light's cube?)
// emit edges where there were no neighbours
}
#endif
#ifdef Q2BSPS
else if (cl.worldmodel->fromgame == fg_quake2)
{
SHM_BeginShadowMesh(dl);
SHM_MarkLeavesQ2(dl, lvis, vvis);
SHM_RecursiveWorldNodeQ2_r(dl, cl.worldmodel->nodes);
}
#endif
else
return NULL;
SHM_Begin(GL_QUADS);
while(firstedge)
{
//border
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position;
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position;
//get positions of v3 and v4 based on the light position
v3[0] = v1[0] + ( v1[0]-dl->origin[0] )*PROJECTION_DISTANCE;
v3[1] = v1[1] + ( v1[1]-dl->origin[1] )*PROJECTION_DISTANCE;
v3[2] = v1[2] + ( v1[2]-dl->origin[2] )*PROJECTION_DISTANCE;
v4[0] = v2[0] + ( v2[0]-dl->origin[0] )*PROJECTION_DISTANCE;
v4[1] = v2[1] + ( v2[1]-dl->origin[1] )*PROJECTION_DISTANCE;
v4[2] = v2[2] + ( v2[2]-dl->origin[2] )*PROJECTION_DISTANCE;
if (edge[firstedge].count > 0)
{
SHM_Vertex3fv(v3);
SHM_Vertex3fv(v4);
SHM_Vertex3fv(v2);
SHM_Vertex3fv(v1);
}
else
{
SHM_Vertex3fv(v1);
SHM_Vertex3fv(v2);
SHM_Vertex3fv(v4);
SHM_Vertex3fv(v3);
}
edge[firstedge].count=0;
firstedge = edge[firstedge].next;
}
SHM_End();
firstedge=0;
return SHM_FinishShadowMesh(dl);
}
static void Sh_Scissor (int x, int y, int width, int height)
{
#if 0 //visible scissors
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho (0, glwidth, glheight, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// GL_Set2D();
glColor4f(1,1,1,1);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE );
glDisable(GL_TEXTURE_2D);
GL_TexEnv(GL_REPLACE);
glBegin(GL_LINE_LOOP);
glVertex2f(x, y);
glVertex2f(x+glwidth, y);
glVertex2f(x+glwidth, y+glheight);
glVertex2f(x, y+glheight);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
qglScissor(x, vid.pixelheight - (y + height),width,height);
}
#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
static qboolean Sh_ScissorForBox(vec3_t mins, vec3_t maxs)
{
int i, ix1, iy1, ix2, iy2;
float x1, y1, x2, y2, x, y, f;
vec3_t smins, smaxs;
vec4_t v, v2;
int r_view_x = 0;
int r_view_y = 0;
int r_view_width = vid.pixelwidth;
int r_view_height = vid.pixelheight;
if (0)//!r_shadow_scissor.integer)
{
Sh_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
}
// if view is inside the box, just say yes it's visible
if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
{
Sh_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
}
for (i = 0;i < 3;i++)
{
if (vpn[i] >= 0)
{
v[i] = mins[i];
v2[i] = maxs[i];
}
else
{
v[i] = maxs[i];
v2[i] = mins[i];
}
}
f = DotProduct(vpn, r_refdef.vieworg) + 1;
if (DotProduct(vpn, v2) <= f)
{
// entirely behind nearclip plane
Sh_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return true;
}
if (DotProduct(vpn, v) >= f)
{
// entirely infront of nearclip plane
x1 = y1 = x2 = y2 = 0;
for (i = 0;i < 8;i++)
{
v[0] = (i & 1) ? mins[0] : maxs[0];
v[1] = (i & 2) ? mins[1] : maxs[1];
v[2] = (i & 4) ? mins[2] : maxs[2];
v[3] = 1.0f;
Matrix4_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
v2[0]*=r_view_width;
v2[1]*=r_view_height;
// GL_TransformToScreen(v, v2);
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
x = v2[0];
y = v2[1];
if (i)
{
if (x1 > x) x1 = x;
if (x2 < x) x2 = x;
if (y1 > y) y1 = y;
if (y2 < y) y2 = y;
}
else
{
x1 = x2 = x;
y1 = y2 = y;
}
}
}
else
{
// clipped by nearclip plane
// this is nasty and crude...
// create viewspace bbox
for (i = 0;i < 8;i++)
{
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
v2[0] = DotProduct(v, vright);
v2[1] = DotProduct(v, vup);
v2[2] = DotProduct(v, vpn);
if (i)
{
if (smins[0] > v2[0]) smins[0] = v2[0];
if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
if (smins[1] > v2[1]) smins[1] = v2[1];
if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
if (smins[2] > v2[2]) smins[2] = v2[2];
if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
}
else
{
smins[0] = smaxs[0] = v2[0];
smins[1] = smaxs[1] = v2[1];
smins[2] = smaxs[2] = v2[2];
}
}
// now we have a bbox in viewspace
// clip it to the view plane
if (smins[2] < 1)
smins[2] = 1;
// return true if that culled the box
if (smins[2] >= smaxs[2])
return true;
// ok some of it is infront of the view, transform each corner back to
// worldspace and then to screenspace and make screen rect
// initialize these variables just to avoid compiler warnings
x1 = y1 = x2 = y2 = 0;
for (i = 0;i < 8;i++)
{
v2[0] = (i & 1) ? smins[0] : smaxs[0];
v2[1] = (i & 2) ? smins[1] : smaxs[1];
v2[2] = (i & 4) ? smins[2] : smaxs[2];
v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0];
v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1];
v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2];
v[3] = 1.0f;
Matrix4_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
v2[0]*=r_view_width;
v2[1]*=r_view_height;
// GL_TransformToScreen(v, v2);
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
x = v2[0];
y = v2[1];
if (i)
{
if (x1 > x) x1 = x;
if (x2 < x) x2 = x;
if (y1 > y) y1 = y;
if (y2 < y) y2 = y;
}
else
{
x1 = x2 = x;
y1 = y2 = y;
}
}
#if 0
// this code doesn't handle boxes with any points behind view properly
x1 = 1000;x2 = -1000;
y1 = 1000;y2 = -1000;
for (i = 0;i < 8;i++)
{
v[0] = (i & 1) ? mins[0] : maxs[0];
v[1] = (i & 2) ? mins[1] : maxs[1];
v[2] = (i & 4) ? mins[2] : maxs[2];
v[3] = 1.0f;
GL_TransformToScreen(v, v2);
v2[0]*=r_view_width;
v2[1]*=r_view_height;
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
if (v2[2] > 0)
{
x = v2[0];
y = v2[1];
if (x1 > x) x1 = x;
if (x2 < x) x2 = x;
if (y1 > y) y1 = y;
if (y2 < y) y2 = y;
}
}
#endif
}
ix1 = x1 - 1.0f;
iy1 = y1 - 1.0f;
ix2 = x2 + 1.0f;
iy2 = y2 + 1.0f;
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
if (ix1 < r_view_x) ix1 = r_view_x;
if (iy1 < r_view_y) iy1 = r_view_y;
if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
//qglEnable(GL_SCISSOR_TEST);
return false;
}
void GL_BeginRenderBuffer_DepthOnly(texid_t depthtexture)
{
static int fboid;
if (qglGenRenderbuffersEXT)
{
if (!fboid)
{
qglGenRenderbuffersEXT(1, &fboid);
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboid);
qglDrawBuffer(GL_NONE);
qglReadBuffer(GL_NONE);
}
else
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboid);
if (TEXVALID(depthtexture))
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthtexture.num, 0);
}
}
void GL_EndRenderBuffer_DepthOnly(texid_t depthtexture, int texsize)
{
if (qglGenRenderbuffersEXT)
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
else
{
GL_Bind(depthtexture);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
}
}
static void Sh_GenShadowFace(dlight_t *l, shadowmesh_t *smesh, int face)
{
float mvm[16], proj[16];
int smsize = 512;
int tno, sno;
mesh_t *m, *sm;
texture_t *tex;
// qglDepthRange(0, 1);
BE_SetupForShadowMap();
checkerror();
if (1)
{
qglViewport (0, 0, smsize, smsize);
if (!l->fov)
l->fov = 90;
Matrix4_Projection_Far(proj, l->fov, l->fov, nearplane, lradius);
Matrix4_ModelViewMatrixFromAxis(mvm, l->axis[0], l->axis[1], l->axis[2], l->origin);
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(proj);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(mvm);
R_SetFrustum(proj, mvm);
}
checkerror();
BE_SelectMode(BEM_DEPTHONLY, 0);
GL_BeginRenderBuffer_DepthOnly(l->stexture);
qglClear (GL_DEPTH_BUFFER_BIT);
if (smesh)
for (tno = 0; tno < smesh->numsurftextures; tno++)
{
m = NULL;
if (!smesh->litsurfs[tno].count)
continue;
tex = smesh->litsurfs[tno].s[0]->texinfo->texture;
for (sno = 0; sno < smesh->litsurfs[tno].count; sno++)
{
sm = smesh->litsurfs[tno].s[sno]->mesh;
if (!sm)
continue;
sm->next = m;
m = sm;
}
if (m)
BE_DrawMeshChain(tex->shader, m, &tex->vbo, &tex->shader->defaulttextures);
}
BE_BaseEntShadowDepth();
GL_EndRenderBuffer_DepthOnly(l->stexture, smsize);
if (0)
{
int i;
static float depth[512*512];
qglReadPixels(0, 0, smsize, smsize,
GL_DEPTH_COMPONENT, GL_FLOAT, depth);
for (i = 512*512; i --> 0; )
{
if (depth[i] == 1)
*((unsigned int*)depth+i) = 0;
else
*((unsigned int*)depth+i) = 0xff000000|((((unsigned char)(int)(depth[i]*128)))*0x10101);
}
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
smsize, smsize, 0,
GL_RGBA, GL_UNSIGNED_BYTE, depth);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
checkerror();
}
void Sh_GenShadowMaps (void)
{
dlight_t *l;
int i;
int f;
int smsize = 512;
shadowmesh_t *smesh;
//FIXME: push dynamic shadow volume generation to another thread.
//FIXME: cull lights here.
for (l = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, l++)
{
if (!(l->flags & LFLAG_SHADOWMAP))
continue;
if (!l->radius || l->flags & LFLAG_NOSHADOWS)
continue;
if (l->color[0]<0)
continue; //quick check for darklight
if (!TEXVALID(l->stexture))
{
l->stexture = GL_AllocNewTexture();
checkerror();
GL_Bind(l->stexture);
checkerror();
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32_ARB, smsize, smsize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
// qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, smsize, smsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkerror();
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
checkerror();
}
else if (l->refresh-->0)
continue; //FIXME: need to optimise GenShadowFace first
l->refresh = 0;
if (l->worldshadowmesh)
smesh = l->worldshadowmesh;
else
{
unsigned int leaf;
qbyte lvisb[MAX_MAP_LEAFS/8];
qbyte *lvis;
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, l->origin);
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
smesh = SHM_BuildShadowVolumeMesh(l, lvis, NULL);
}
qglEnable(GL_POLYGON_OFFSET_FILL);
qglPolygonOffset(5, 25);
for (f = 0; f < 1; f++)
{
Sh_GenShadowFace(l, smesh, f);
}
qglDisable(GL_POLYGON_OFFSET_FILL);
}
}
static float shadowprojectionbias[16] =
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.4993f, 1.0f
};
static void Sh_DrawLameSpotLightShadowMap(dlight_t *l, vec3_t colour)
{
float t[16];
float bp[16];
float proj[16], view[16];
vec3_t biasorg;
int ve;
Matrix4_Projection_Far(proj, l->fov, l->fov, nearplane, lradius);
VectorMA(l->origin, 0, l->axis[0], biasorg);
Matrix4_ModelViewMatrixFromAxis(view, l->axis[0], l->axis[1], l->axis[2], l->origin);
//bp = shadowprojectionbias*proj*view;
Matrix4_Multiply(shadowprojectionbias, proj, t);
Matrix4_Multiply(t, view, bp);
t[0] = bp[0];
t[1] = bp[4];
t[2] = bp[8];
t[3] = bp[12];
t[4] = bp[1];
t[5] = bp[5];
t[6] = bp[9];
t[7] = bp[13];
t[8] = bp[2];
t[9] = bp[6];
t[10] = bp[10];
t[11] = bp[14];
t[12] = bp[3];
t[13] = bp[7];
t[14] = bp[11];
t[15] = bp[15];
checkerror();
bench.numlights++;
#if 1
qglMatrixMode(GL_TEXTURE);
GL_MBind(7, l->stexture);
// qglEnable(GL_TEXTURE_2D);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
qglTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
qglLoadMatrixf(bp);
qglMatrixMode(GL_MODELVIEW);
PPL_RevertToKnownState();
GL_SelectTexture(0);
checkerror();
ve = 0;
BE_SelectDLight(l, colour);
BE_SelectMode(BEM_SMAPLIGHT, 0);
Sh_DrawEntLighting(l, colour);
GL_SelectTexture(7);
qglDisable(GL_TEXTURE_2D);
qglMatrixMode(GL_TEXTURE);
qglLoadIdentity();
qglMatrixMode(GL_MODELVIEW);
// PPL_RevertToKnownState();
checkerror();
#else
GL_MBind(0, l->stexture);
qglEnable(GL_TEXTURE_2D);
//Set up texture coordinate generation.
qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
qglTexGenfv(GL_S, GL_EYE_PLANE, &t[0]);
qglEnable(GL_TEXTURE_GEN_S);
qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
qglTexGenfv(GL_T, GL_EYE_PLANE, &t[4]);
qglEnable(GL_TEXTURE_GEN_T);
qglTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
qglTexGenfv(GL_R, GL_EYE_PLANE, &t[8]);
qglEnable(GL_TEXTURE_GEN_R);
qglTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
qglTexGenfv(GL_Q, GL_EYE_PLANE, &t[12]);
qglEnable(GL_TEXTURE_GEN_Q);
checkerror();
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
qglTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
checkerror();
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if (1)
{
GL_MBind(1, balltexture);
qglEnable(GL_TEXTURE_2D);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
qglTexGenfv(GL_S, GL_EYE_PLANE, &t[0]);
qglEnable(GL_TEXTURE_GEN_S);
qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
qglTexGenfv(GL_T, GL_EYE_PLANE, &t[4]);
qglEnable(GL_TEXTURE_GEN_T);
qglTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
qglTexGenfv(GL_R, GL_EYE_PLANE, &t[8]);
qglEnable(GL_TEXTURE_GEN_R);
qglTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
qglTexGenfv(GL_Q, GL_EYE_PLANE, &t[12]);
qglEnable(GL_TEXTURE_GEN_Q);
}
else
{
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
qglTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
}
qglEnable(GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE);
qglDisable(GL_ALPHA_TEST);
qglColor3f(colour[0], colour[1], colour[2]);
qglEnableClientState(GL_VERTEX_ARRAY);
qglDisableClientState(GL_COLOR_ARRAY);
checkerror();
qglDepthMask(0);
GL_TexEnv(GL_MODULATE);
ve = 0;
//qglEnable(GL_POLYGON_OFFSET_FILL);
qglPolygonOffset(-0.5, -25);
for (i = 0; i < cl.worldmodel->numsurfaces; i++)
{
s = &cl.worldmodel->surfaces[i];
// if(s->visframe != r_framecount)
// continue;
if (ve != s->texinfo->texture->vbo.vboe)
{
ve = s->texinfo->texture->vbo.vboe;
GL_SelectVBO(s->texinfo->texture->vbo.vbocoord);
GL_SelectEBO(s->texinfo->texture->vbo.vboe);
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), s->texinfo->texture->vbo.coord);
}
qglDrawRangeElements(GL_TRIANGLES, s->mesh->vbofirstvert, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, (index_t*)(s->mesh->vbofirstelement*sizeof(index_t)));
}
checkerror();
qglDisable(GL_POLYGON_OFFSET_FILL);
GL_SelectVBO(0);
GL_SelectEBO(0);
GL_MBind(1, 0);
qglDisable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_GEN_S);
qglDisable(GL_TEXTURE_GEN_T);
qglDisable(GL_TEXTURE_GEN_R);
qglDisable(GL_TEXTURE_GEN_Q);
GL_MBind(0, 0);
qglDisable(GL_TEXTURE_GEN_S);
qglDisable(GL_TEXTURE_GEN_T);
qglDisable(GL_TEXTURE_GEN_R);
qglDisable(GL_TEXTURE_GEN_Q);
checkerror();
#endif
}
static void Sh_WorldLightingPass(void)
{
msurface_t *s;
int i;
int ve;
ve = 0;
for (i = 0; i < cl.worldmodel->numsurfaces; i++)
{
s = &cl.worldmodel->surfaces[i];
if(s->visframe != r_framecount)
continue;
if (ve != s->texinfo->texture->vbo.vboe)
{
ve = s->texinfo->texture->vbo.vboe;
GL_SelectVBO(s->texinfo->texture->vbo.vbocoord);
GL_SelectEBO(s->texinfo->texture->vbo.vboe);
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), s->texinfo->texture->vbo.coord);
}
qglDrawRangeElements(GL_TRIANGLES, s->mesh->vbofirstvert, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, (index_t*)(s->mesh->vbofirstelement*sizeof(index_t)));
}
}
#pragma message("move to header")
void BE_BaseEntTextures(void);
/*
draws faces facing the light
Note: Backend mode must have been selected in advance, as must the light to light from
*/
static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
{
mesh_t *meshchain, *surfmesh;
int tno, sno;
msurface_t *surf;
texture_t *tex;
shadowmesh_t *sm;
currententity = &r_worldentity;
sm = light->worldshadowmesh;
if (sm)
{
for (tno = 0; tno < sm->numsurftextures; tno++)
{
if (!sm->litsurfs[tno].count)
continue;
meshchain = NULL;
tex = sm->litsurfs[tno].s[0]->texinfo->texture;
for (sno = 0; sno < sm->litsurfs[tno].count; sno++)
{
surf = sm->litsurfs[tno].s[sno];
// if (surf->visframe == r_visframecount)
{
/*was visible this frame*/
surfmesh = surf->mesh;
surfmesh->next = meshchain;
meshchain = surfmesh;
}
}
if (meshchain)
BE_DrawMeshChain(tex->shader, meshchain, &tex->vbo, &tex->shader->defaulttextures);
}
BE_BaseEntTextures();
}
else
{
#pragma message("FIXME: For dynamic lights, the entire view is redrawn! Bad!")
BE_SubmitMeshes();
}
}
#define PROJECTION_DISTANCE (float)(dl->radius*2)//0x7fffffff
/*Fixme: this is brute forced*/
static void Sh_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
{
int v;
float *v1, *v2;
vec3_t v3, v4;
vec3_t lightorg;
int i;
model_t *model;
msurface_t *surf;
if (BE_LightCullModel(e->origin, e->model))
return;
RotateLightVector(e->axis, e->origin, dl->origin, lightorg);
qglPushMatrix();
R_RotateForEntity(e);
GL_SelectVBO(0);
GL_SelectEBO(0);
qglEnableClientState(GL_VERTEX_ARRAY);
qglEnable(GL_VERTEX_ARRAY);
model = e->model;
surf = model->surfaces+model->firstmodelsurface;
for (i = 0; i < model->nummodelsurfaces; i++, surf++)
{
if (surf->flags & SURF_PLANEBACK)
{//inverted normal.
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1)
continue;
}
else
{
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
continue;
}
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows
continue;
}
if (!surf->mesh)
continue;
//front face
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), surf->mesh->xyz_array);
qglDrawArrays(GL_POLYGON, 0, surf->mesh->numvertexes);
// qglDrawRangeElements(GL_TRIANGLES, 0, surf->mesh->numvertexes, surf->mesh->numindexes, GL_INDEX_TYPE, surf->mesh->indexes);
for (v = 0; v < surf->mesh->numvertexes; v++)
{
//border
v1 = surf->mesh->xyz_array[v];
v2 = surf->mesh->xyz_array[( v+1 )%surf->mesh->numvertexes];
//get positions of v3 and v4 based on the light position
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
//Now draw the quad from the two verts to the projected light
//verts
qglBegin( GL_QUAD_STRIP );
qglVertex3fv(v1);
qglVertex3f (v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
qglVertex3fv(v2);
qglVertex3f (v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2]);
qglEnd();
}
//back
//the same applies as earlier
qglBegin(GL_POLYGON);
for (v = surf->mesh->numvertexes-1; v >=0; v--)
{
v1 = surf->mesh->xyz_array[v];
v3[0] = (v1[0]-lightorg[0])*PROJECTION_DISTANCE;
v3[1] = (v1[1]-lightorg[1])*PROJECTION_DISTANCE;
v3[2] = (v1[2]-lightorg[2])*PROJECTION_DISTANCE;
qglVertex3f(v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
}
qglEnd();
}
qglPopMatrix();
}
/*when this is called, the gl state has been set up to draw the stencil volumes using whatever extensions we have
if secondside is set, then the gpu sucks and we're drawing stuff the slow 2-pass way, and this is the second pass.
*/
static void Sh_DrawStencilLightShadows(dlight_t *dl, qbyte *lvis, qbyte *vvis, qboolean secondside)
{
extern cvar_t gl_part_flame;
int i;
struct shadowmesh_s *sm;
sm = SHM_BuildShadowVolumeMesh(dl, lvis, vvis);
if (!sm)
Sh_DrawBrushModelShadow(dl, &r_worldentity);
else
{
currententity = &r_worldentity;
//qglEnable(GL_POLYGON_OFFSET_FILL);
//qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit);
GL_SelectVBO(0);
GL_SelectEBO(0);
qglEnableClientState(GL_VERTEX_ARRAY);
qglEnable(GL_VERTEX_ARRAY);
//draw cached world shadow mesh
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), sm->verts);
qglDrawRangeElements(GL_TRIANGLES, 0, sm->numverts, sm->numindicies, GL_INDEX_TYPE, sm->indicies);
//qglEnable(GL_POLYGON_OFFSET_FILL);
//qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit);
}
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (currententity->flags & RF_NOSHADOW)
continue;
{
if (currententity->keynum == dl->key && currententity->keynum)
continue;
}
if (currententity->flags & Q2RF_BEAM)
{
R_DrawBeam(currententity);
continue;
}
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->engineflags & MDLF_ENGULPHS)
{
if (gl_part_flame.value)
continue;
}
}
switch (currententity->model->type)
{
case mod_alias:
R_DrawGAliasShadowVolume (currententity, dl->origin, dl->radius);
break;
case mod_brush:
Sh_DrawBrushModelShadow (dl, currententity);
break;
default:
break;
}
}
}
static qboolean Sh_VisOverlaps(qbyte *v1, qbyte *v2)
{
int i, m;
m = (cl.worldmodel->numleafs-1)>>3;
for (i=0 ; i<m ; i++)
{
if (v1[i] & v2[i])
return true;
}
return false;
}
static qboolean Sh_LeafInView(qbyte *lightvis, qbyte *vvis)
{
int i;
int m = (cl.worldmodel->numleafs);
mleaf_t *wl = cl.worldmodel->leafs;
unsigned char lv;
/*we can potentially walk off the end of the leafs, but lightvis shouldn't be set for those*/
for (i = 0; i < m; i += 1<<3)
{
lv = lightvis[i>>3];// & vvis[i>>3];
if (!lv)
continue;
if ((lv&0x01) && wl[i+0].visframe == r_visframecount) return true;
if ((lv&0x02) && wl[i+1].visframe == r_visframecount) return true;
if ((lv&0x04) && wl[i+2].visframe == r_visframecount) return true;
if ((lv&0x08) && wl[i+3].visframe == r_visframecount) return true;
if ((lv&0x10) && wl[i+4].visframe == r_visframecount) return true;
if ((lv&0x20) && wl[i+5].visframe == r_visframecount) return true;
if ((lv&0x40) && wl[i+6].visframe == r_visframecount) return true;
if ((lv&0x80) && wl[i+7].visframe == r_visframecount) return true;
}
return false;
}
//draws a light using stencil shadows.
//redraws world geometry up to 3 times per light...
static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
{
extern int gldepthfunc;
int i;
int sdecrw;
int sincrw;
int leaf;
qbyte *lvis;
qbyte lvisb[MAX_MAP_LEAFS/8];
vec3_t mins;
vec3_t maxs;
if (R_CullSphere(dl->origin, dl->radius))
{
bench.numfrustumculled++;
return false; //this should be the more common case
}
mins[0] = dl->origin[0] - dl->radius;
mins[1] = dl->origin[1] - dl->radius;
mins[2] = dl->origin[2] - dl->radius;
maxs[0] = dl->origin[0] + dl->radius;
maxs[1] = dl->origin[1] + dl->radius;
maxs[2] = dl->origin[2] + dl->radius;
if (dl->worldshadowmesh)
{
//fixme: check head node first?
if (!Sh_LeafInView(dl->worldshadowmesh->litleaves, vvis))
{
bench.numpvsculled++;
return false;
}
/*
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
else
i = r_viewleaf - cl.worldmodel->leafs;
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if (!Sh_VisOverlaps(dl->worldshadowmesh->litleaves, vvis)) //The two viewing areas do not intersect.
return;
*/
lvis = NULL;
}
else
{
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, r_refdef.vieworg);
else
i = r_viewleaf - cl.worldmodel->leafs;
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
{
bench.numpvsculled++;
return false;
}
}
//sets up the gl scissor (and culls to view)
if (Sh_ScissorForBox(mins, maxs))
{
bench.numscissorculled++;
return false; //this doesn't cull often.
}
bench.numlights++;
checkerror();
BE_SelectDLight(dl, colour);
BE_SelectMode(BEM_STENCIL, 0);
//The backend doesn't maintain scissor state.
qglEnable(GL_SCISSOR_TEST);
//The backend doesn't maintain stencil test state either - it needs to be active for more than just stencils, or disabled. its awkward.
qglEnable(GL_STENCIL_TEST);
//FIXME: is it practical to test to see if scissors allow not clearing the stencil buffer?
/*we don't need all that much stencil buffer depth, and if we don't get enough or have dodgy volumes, wrap if we can*/
sincrw = GL_INCR;
sdecrw = GL_DECR;
if (gl_config.ext_stencil_wrap)
{ //minimise damage...
sincrw = GL_INCR_WRAP_EXT;
sdecrw = GL_DECR_WRAP_EXT;
}
//our stencil writes.
#ifdef _DEBUG
/* if (r_shadows.value == 666) //testing (visible shadow volumes)
{
checkerror();
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
qglColor3f(dl->color[0], dl->color[1], dl->color[2]);
qglDisable(GL_STENCIL_TEST);
qglEnable(GL_POLYGON_OFFSET_FILL);
qglPolygonOffset(-1, -1);
// qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
Sh_DrawStencilLightShadows(dl, lvis, false);
qglDisable(GL_POLYGON_OFFSET_FILL);
checkerror();
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}*/
#endif
if (qglStencilOpSeparateATI)
{
qglClearStencil(0);
qglClear(GL_STENCIL_BUFFER_BIT);
GL_CullFace(0);
qglStencilFunc( GL_ALWAYS, 1, ~0 );
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP);
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP);
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
GL_CullFace(SHADER_CULL_FRONT);
qglStencilFunc( GL_EQUAL, 0, ~0 );
}
else if (qglActiveStencilFaceEXT)
{
/*personally I prefer the ATI way*/
qglClearStencil(0);
qglClear(GL_STENCIL_BUFFER_BIT);
GL_CullFace(0);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglActiveStencilFaceEXT(GL_BACK);
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
qglStencilFunc( GL_ALWAYS, 1, ~0 );
qglActiveStencilFaceEXT(GL_FRONT);
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
qglStencilFunc( GL_ALWAYS, 1, ~0 );
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
qglActiveStencilFaceEXT(GL_BACK);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc( GL_ALWAYS, 0, ~0 );
qglActiveStencilFaceEXT(GL_FRONT);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc( GL_EQUAL, 0, ~0 );
#pragma message("fixme: does this work properly on ati cards? cull front, but leave front as equals?")
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
GL_CullFace(SHADER_CULL_FRONT);
}
else //your graphics card sucks and lacks efficient stencil shadow techniques.
{ //centered around 0. Will only be increased then decreased less.
qglClearStencil(0);
qglClear(GL_STENCIL_BUFFER_BIT);
qglStencilFunc(GL_ALWAYS, 0, ~0);
GL_CullFace(SHADER_CULL_BACK);
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
GL_CullFace(SHADER_CULL_FRONT);
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
Sh_DrawStencilLightShadows(dl, lvis, vvis, true);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_EQUAL, 0, ~0);
}
//end stencil writing.
#if 0 //draw the stencil stuff to the red channel
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
GL_Set2D();
{
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
qglStencilFunc(GL_GREATER, 1, ~0);
Draw_ConsoleBackground(vid.height);
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
qglStencilFunc(GL_LESS, 1, ~0);
Draw_ConsoleBackground(vid.height);
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
qglStencilFunc(GL_NEVER, 1, ~0);
Draw_ConsoleBackground(vid.height);
}
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
#endif
checkerror();
PPL_RevertToKnownState();
BE_SelectMode(BEM_LIGHT, 0);
Sh_DrawEntLighting(dl, colour);
qglDisable(GL_STENCIL_TEST);
qglStencilFunc( GL_ALWAYS, 0, ~0 );
/*
if (developer.ival)
{
PPL_RevertToKnownState();
qglEnable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
qglDisable(GL_DEPTH_TEST);
qglDepthMask(0);
qglShadeModel (GL_SMOOTH);
qglDepthMask (0);
qglDisable (GL_TEXTURE_2D);
qglShadeModel (GL_SMOOTH);
qglEnable (GL_BLEND);
qglBlendFunc (GL_ONE, GL_ONE);
R_RenderDlight (dl);
qglEnable(GL_DEPTH_TEST);
qglShadeModel (GL_FLAT);
PPL_RevertToKnownState();
}
*/
checkerror();
return true;
}
static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
{
vec3_t mins, maxs;
if (R_CullSphere(dl->origin, dl->radius))
{
bench.numfrustumculled++;
return; //this should be the more common case
}
if (dl->worldshadowmesh)
{
//fixme: check head node first?
if (!Sh_LeafInView(dl->worldshadowmesh->litleaves, vvis))
{
bench.numpvsculled++;
return;
}
}
else
{
int i;
int leaf;
qbyte *lvis;
qbyte lvisb[MAX_MAP_LEAFS/8];
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, r_refdef.vieworg);
else
i = r_viewleaf - cl.worldmodel->leafs;
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
if (!dl->die)
SHM_BuildShadowVolumeMesh(dl, lvis, vvis);
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
{
bench.numpvsculled++;
return;
}
}
mins[0] = dl->origin[0] - dl->radius;
mins[1] = dl->origin[1] - dl->radius;
mins[2] = dl->origin[2] - dl->radius;
maxs[0] = dl->origin[0] + dl->radius;
maxs[1] = dl->origin[1] + dl->radius;
maxs[2] = dl->origin[2] + dl->radius;
//sets up the gl scissor (and culls to view)
if (Sh_ScissorForBox(mins, maxs))
return; //was culled.
bench.numlights++;
BE_SelectDLight(dl, colour);
BE_SelectMode(BEM_LIGHT, 0);
Sh_DrawEntLighting(dl, colour);
}
void Sh_DrawLights(qbyte *vis)
{
vec3_t colour;
dlight_t *dl;
int i;
unsigned int ignoreflags;
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_dlight;
extern cvar_t r_shadow_realtime_world_shadows, r_shadow_realtime_dlight_shadows;
if (!r_shadow_realtime_world.ival && !r_shadow_realtime_dlight.ival)
return;
if (!gl_config.arb_shader_objects)
return;
ignoreflags = (r_shadow_realtime_world.value?LFLAG_REALTIMEMODE:LFLAG_NORMALMODE);
for (dl = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, dl++)
{
if (!dl->radius)
continue; //dead
if (!(dl->flags & ignoreflags))
continue;
if (dl->die)
{
colour[0] = dl->color[0]*10;
colour[1] = dl->color[1]*10;
colour[2] = dl->color[2]*10;
}
else
{
colour[0] = dl->color[0];
colour[1] = dl->color[1];
colour[2] = dl->color[2];
}
if (dl->style)
{
if (cl_lightstyle[dl->style-1].colour & 1)
colour[0] *= d_lightstylevalue[dl->style-1]/255.0f;
else
colour[0] = 0;
if (cl_lightstyle[dl->style-1].colour & 2)
colour[1] *= d_lightstylevalue[dl->style-1]/255.0f;
else
colour[1] = 0;
if (cl_lightstyle[dl->style-1].colour & 4)
colour[2] *= d_lightstylevalue[dl->style-1]/255.0f;
else
colour[2] = 0;
}
if (colour[0] < 0.001 && colour[1] < 0.001 && colour[2] < 0.001)
continue; //just switch these off.
if (((!dl->die)?!r_shadow_realtime_world_shadows.value:!r_shadow_realtime_dlight_shadows.value) || dl->flags & LFLAG_NOSHADOWS)
{
Sh_DrawShadowlessLight(dl, colour, vis);
}
else if (dl->flags & LFLAG_SHADOWMAP)
{
Sh_DrawLameSpotLightShadowMap(dl, colour);
}
else
{
Sh_DrawStencilLight(dl, colour, vis);
}
}
qglDisable(GL_SCISSOR_TEST);
BE_SelectMode(BEM_STANDARD, 0);
if (developer.value)
Con_Printf("%i lights drawn, %i frustum culled, %i pvs culled, %i scissor culled\n", bench.numlights, bench.numfrustumculled, bench.numpvsculled, bench.numscissorculled);
memset(&bench, 0, sizeof(bench));
}
#endif
#endif