From 950178bb27b243c35614b0f0a9c586fe6b8cb28e Mon Sep 17 00:00:00 2001 From: havoc Date: Mon, 1 May 2006 12:05:34 +0000 Subject: [PATCH] optimized rtlighting passes by using RSurf_DrawBatch_Simple, this took a lot of code restructuring but the resulting code is definitely a lot faster fixed bugs in RSurf_DrawBatch_Lightmap related changes git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6343 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 17 ++- r_shadow.c | 432 +++++++++++++++++++++++++++-------------------------- r_shadow.h | 2 - render.h | 1 + 4 files changed, 230 insertions(+), 222 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index d9ca43e8..0266bb48 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2612,7 +2612,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta R_Mesh_VertexPointer(rsurface_vertex3f); } -static void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) +void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; const msurface_t *surface = texturesurfacelist[0]; @@ -2763,7 +2763,6 @@ static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **textur b = ambientcolor[2]; rsurface_lightmapcolor4f = NULL; } - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); } else if (lightmode >= 1 || !rsurface_lightmaptexture) { @@ -2808,12 +2807,10 @@ static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **textur } else rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); } else { // just lightmap it - R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); rsurface_lightmapcolor4f = NULL; } if (applyfog) @@ -3077,13 +3074,18 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur m.texrgbscale[1] = layertexrgbscale; m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); + if (lightmode >= 1 || !rsurface_lightmaptexture) + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + else + R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog); break; case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS: memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.texrgbscale[0] = layertexrgbscale; + if (lightmode >= 1 || !rsurface_lightmaptexture) + m.tex[0] = R_GetTexture(r_texture_white); + else + m.tex[0] = R_GetTexture(rsurface_lightmaptexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; R_Mesh_TextureState(&m); RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false); @@ -3092,7 +3094,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.texrgbscale[0] = layertexrgbscale; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false); diff --git a/r_shadow.c b/r_shadow.c index c54e8b75..74feb38a 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -795,8 +795,6 @@ void R_Shadow_ValidateCvars(void) // light currently being rendered rtlight_t *r_shadow_rtlight; -// this is the location of the eye in entity space -vec3_t r_shadow_entityeyeorigin; // this is the location of the light in entity space vec3_t r_shadow_entitylightorigin; // this transforms entity coordinates to light filter cubemap coordinates @@ -1142,7 +1140,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]); if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1175,7 +1173,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ } if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1209,7 +1207,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ } if (fogenabled) { - float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin)); + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } } @@ -1222,59 +1220,72 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_ // TODO: use glTexGen instead of feeding vertices to texcoordpointer? -static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) +static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist) { - int i; - float lightdir[3]; - for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + int surfacelistindex; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - VectorSubtract(relativelightorigin, vertex3f, lightdir); - // the cubemap normalizes this for us - out3f[0] = DotProduct(svector3f, lightdir); - out3f[1] = DotProduct(tvector3f, lightdir); - out3f[2] = DotProduct(normal3f, lightdir); + 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); + } } } -static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) +static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist) { - int i; - float lightdir[3], eyedir[3], halfdir[3]; - for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) + int surfacelistindex; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - VectorSubtract(relativelightorigin, vertex3f, lightdir); - VectorNormalize(lightdir); - VectorSubtract(relativeeyeorigin, 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); + 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); + } } } 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) { // used to display how many times a surface is lit for level design purposes - int surfacelistindex; GL_Color(0.1, 0.025, 0, 1); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - const msurface_t *surface = surfacelist[surfacelistindex]; - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); - } + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); } 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) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - int surfacelistindex; RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_SetupSurfaceShader(lightcolorbase, false); R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); @@ -1285,12 +1296,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - const msurface_t *surface = surfacelist[surfacelistindex]; - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3); - } + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { @@ -1298,13 +1304,22 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface } } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b) { + // shared final code for all the dot3 layers int renders; - float color2[3]; + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + 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); + } +} + +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +{ rmeshstate_t m; - const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; - GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1312,6 +1327,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac // performed to get more brightness than otherwise possible. // // Limit mult to 64 for sanity sake. + GL_Color(1,1,1,1); if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4) { // 3 3D combine path (Geforce3, Radeon 8500) @@ -1388,10 +1404,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1406,24 +1422,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac } // this final code is shared R_Mesh_TextureState(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); + R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float 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) { - int renders; - float color2[3]; rmeshstate_t m; - const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; - GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1431,6 +1435,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac // performed to get more brightness than otherwise possible. // // Limit mult to 64 for sanity sake. + GL_Color(1,1,1,1); + // generate normalization cubemap texcoords + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist); if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { // 3/2 3D combine path (Geforce3, Radeon 8500) @@ -1442,17 +1449,16 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1475,10 +1481,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; @@ -1487,13 +1493,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1517,14 +1522,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1545,7 +1549,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; @@ -1555,10 +1558,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1584,10 +1587,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; @@ -1596,13 +1599,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin); R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1617,28 +1619,19 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac } // this final code is shared R_Mesh_TextureState(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); + R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float 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) { - int renders; - float color2[3]; rmeshstate_t m; - const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; // FIXME: detect blendsquare! //if (!gl_support_blendsquare) // return; GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare! + // generate normalization cubemap texcoords + R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist); + 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 memset(&m, 0, sizeof(m)); @@ -1648,37 +1641,36 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second and third pass R_Mesh_ResetTextureState(); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fourth pass memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1701,27 +1693,26 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second and third pass R_Mesh_ResetTextureState(); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1741,27 +1732,26 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; - R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin); R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // second and third pass R_Mesh_ResetTextureState(); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); // these comments are a test run through this math for intensity 0.5 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) // 0.25 * 0.25 = 0.0625 (this is another pass) // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; @@ -1771,10 +1761,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); + RSurf_DrawBatch_Simple(numsurfaces, surfacelist); GL_LockArrays(0, 0); + // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; @@ -1787,22 +1777,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } + // this final code is shared R_Mesh_TextureState(&m); - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - VectorScale(lightcolorbase, colorscale, color2); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); - } - GL_LockArrays(0, 0); + R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, 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) { // ARB path (any Geforce, any Radeon) - int surfacelistindex; qboolean doambient = r_shadow_rtlight->ambientscale > 0; qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0; qboolean dospecular = specularscale > 0; @@ -1810,105 +1792,137 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface return; RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_Mesh_ColorPointer(NULL); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); + if (dopants) { - const msurface_t *surface = surfacelist[surfacelistindex]; if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); - if (dopants) - { - if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); - if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); - } - if (doshirt) - { - if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); - if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); - } - if (dospecular) - R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(surface, lightcolorbase, glosstexture, normalmaptexture, specularscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); + } + if (doshirt) + { + if (doambient) + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); + if (dodiffuse) + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); } + if (dospecular) + R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale); } -void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2) +void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2) { + int surfacelistindex; int renders; - const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; - R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); - for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++) + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + const msurface_t *surface = surfacelist[surfacelistindex]; + R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); + } + for (renders = 0;renders < 64;renders++) { - int i; - float *c; -#if 1 - // 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 - int draw; const int *e; + int stop; + int firstvertex; + int lastvertex; int newnumtriangles; int *newe; int newelements[3072]; - draw = false; + stop = true; + firstvertex = 0; + lastvertex = 0; newnumtriangles = 0; newe = newelements; - for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3) - { - if (newnumtriangles >= 1024) + 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) { - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements); - GL_LockArrays(0, 0); - newnumtriangles = 0; - newe = newelements; - } - if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01) - { - newe[0] = e[0]; - newe[1] = e[1]; - newe[2] = e[2]; - newnumtriangles++; - newe += 3; - draw = true; + 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) + { + 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; + } + } } } if (newnumtriangles >= 1) { - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements); - GL_LockArrays(0, 0); - draw = true; + GL_LockArrays(firstvertex, lastvertex - firstvertex + 1); + R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements); + stop = false; } - if (!draw) - break; -#else - for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) - if (VectorLength2(c)) - goto goodpass; - break; -goodpass: - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements); GL_LockArrays(0, 0); -#endif + // if we couldn't find any lit triangles, exit early + if (stop) + break; // now reduce the intensity for the next overbright pass - for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) - { - c[0] = max(0, c[0] - 1); - c[1] = max(0, c[1] - 1); - c[2] = max(0, c[2] - 1); + // we have to clamp to 0 here incase the drivers have improper + // handling of negative colors + // (some old drivers even have improper handling of >1 color) + stop = true; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + 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) + { + 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) + break; } } 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) { - int surfacelistindex; + // OpenGL 1.1 path (anything) model_t *model = rsurface_entity->model; float ambientcolorbase[3], diffusecolorbase[3]; float ambientcolorpants[3], diffusecolorpants[3]; @@ -1942,22 +1956,17 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurfa } R_Mesh_TextureState(&m); RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + R_Mesh_TexBind(0, R_GetTexture(basetexture)); + R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase); + if (dopants) { - const msurface_t *surface = surfacelist[surfacelistindex]; - // OpenGL 1.1 path (anything) - R_Mesh_TexBind(0, R_GetTexture(basetexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase); - if (dopants) - { - R_Mesh_TexBind(0, R_GetTexture(pantstexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorpants, ambientcolorpants); - } - if (doshirt) - { - R_Mesh_TexBind(0, R_GetTexture(shirttexture)); - R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorshirt, ambientcolorshirt); - } + R_Mesh_TexBind(0, R_GetTexture(pantstexture)); + R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants); + } + if (doshirt) + { + R_Mesh_TexBind(0, R_GetTexture(shirttexture)); + R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt); } } @@ -2242,7 +2251,6 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent) Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin); - VectorCopy(rsurface_modelorg, r_shadow_entityeyeorigin); if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) R_Mesh_TexMatrix(3, &r_shadow_entitytolight); } diff --git a/r_shadow.h b/r_shadow.h index 467e89a4..9e0326e2 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -46,8 +46,6 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent); // light currently being rendered extern rtlight_t *r_shadow_rtlight; -// this is the location of the eye in entity space -extern vec3_t r_shadow_entityeyeorigin; // this is the location of the light in entity space extern vec3_t r_shadow_entitylightorigin; // this transforms entity coordinates to light filter cubemap coordinates diff --git a/render.h b/render.h index bfd89e67..40d40ae7 100644 --- a/render.h +++ b/render.h @@ -311,6 +311,7 @@ void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfa void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces); void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist); +void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist); #define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight) #define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap) -- 2.39.2