rtexture_t *r_shadow_attenuationgradienttexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
+rtexture_t *r_shadow_lightcorona;
// lights are reloaded when this changes
char r_shadow_mapname[MAX_QPATH];
cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
+cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
static float r_shadow_attentable[ATTENTABLESIZE+1];
rtlight_t *r_shadow_compilingrtlight;
-dlight_t *r_shadow_worldlightchain;
+static memexpandablearray_t r_shadow_worldlightsarray;
dlight_t *r_shadow_selectedlight;
dlight_t r_shadow_bufferlight;
vec3_t r_editlights_cursorlocation;
void R_Shadow_ValidateCvars(void);
static void R_Shadow_MakeTextures(void);
+// VorteX: custom editor light sprites
+#define EDLIGHTSPRSIZE 8
+cachepic_t *r_editlights_sprcursor;
+cachepic_t *r_editlights_sprlight;
+cachepic_t *r_editlights_sprnoshadowlight;
+cachepic_t *r_editlights_sprcubemaplight;
+cachepic_t *r_editlights_sprcubemapnoshadowlight;
+cachepic_t *r_editlights_sprselection;
+
void r_shadow_start(void)
{
// allocate vertex processing arrays
Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_coronas);
+ Cvar_RegisterVariable(&gl_flashblend);
Cvar_RegisterVariable(&gl_ext_separatestencil);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
}
Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
R_Shadow_EditLights_Init();
- r_shadow_worldlightchain = NULL;
+ Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
maxshadowtriangles = 0;
shadowelements = NULL;
maxshadowvertices = 0;
CHECKGLERROR
}
-static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
+static void R_Shadow_MakeTextures_MakeCorona(void)
+{
+ float dx, dy;
+ int x, y, a;
+ unsigned char pixels[32][32][4];
+ for (y = 0;y < 32;y++)
+ {
+ dy = (y - 15.5f) * (1.0f / 16.0f);
+ for (x = 0;x < 32;x++)
+ {
+ dx = (x - 15.5f) * (1.0f / 16.0f);
+ a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
+ a = bound(0, a, 255);
+ pixels[y][x][0] = a;
+ pixels[y][x][1] = a;
+ pixels[y][x][2] = a;
+ pixels[y][x][3] = 255;
+ }
+ }
+ r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+}
+
+static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
{
float dist = sqrt(x*x+y*y+z*z);
float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
- return (unsigned char)bound(0, intensity * 256.0f, 255);
+ // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
+ return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
}
static void R_Shadow_MakeTextures(void)
{
int x, y, z;
float intensity, dist;
- unsigned char *data;
- unsigned int palette[256];
+ unsigned int *data;
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
- // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
- for (x = 0;x < 256;x++)
- palette[x] = x * 0x01010101;
- data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE));
+ data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
// the table includes one additional value to avoid the need to clamp indexing due to minor math errors
for (x = 0;x <= ATTENTABLESIZE;x++)
{
// 1D gradient texture
for (x = 0;x < ATTEN1DSIZE;x++)
data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
- r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+ r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
// 2D circle texture
for (y = 0;y < ATTEN2DSIZE;y++)
for (x = 0;x < ATTEN2DSIZE;x++)
data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
- r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
// 3D sphere texture
if (r_shadow_texture3d.integer && gl_texture3d)
{
for (y = 0;y < ATTEN3DSIZE;y++)
for (x = 0;x < ATTEN3DSIZE;x++)
data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
- r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
}
else
r_shadow_attenuation3dtexture = NULL;
Mem_Free(data);
+
+ R_Shadow_MakeTextures_MakeCorona();
+
+ // Editor light sprites
+ r_editlights_sprcursor = Draw_CachePic("gfx/editlights/cursor", true);
+ r_editlights_sprlight = Draw_CachePic("gfx/editlights/light", true);
+ r_editlights_sprnoshadowlight = Draw_CachePic("gfx/editlights/noshadow", true);
+ r_editlights_sprcubemaplight = Draw_CachePic("gfx/editlights/cubemaplight", true);
+ r_editlights_sprcubemapnoshadowlight = Draw_CachePic("gfx/editlights/cubemapnoshadowlight", true);
+ r_editlights_sprselection = Draw_CachePic("gfx/editlights/selection", true);
}
void R_Shadow_ValidateCvars(void)
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
}
+int bboxedges[12][2] =
+{
+ // top
+ {0, 1}, // +X
+ {0, 2}, // +Y
+ {1, 3}, // Y, +X
+ {2, 3}, // X, +Y
+ // bottom
+ {4, 5}, // +X
+ {4, 6}, // +Y
+ {5, 7}, // Y, +X
+ {6, 7}, // X, +Y
+ // verticals
+ {0, 4}, // +Z
+ {1, 5}, // X, +Z
+ {2, 6}, // Y, +Z
+ {3, 7}, // XY, +Z
+};
+
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
int i, ix1, iy1, ix2, iy2;
float x1, y1, x2, y2;
vec4_t v, v2;
- rmesh_t mesh;
- mplane_t planes[11];
- float vertex3f[256*3];
+ float vertex[20][3];
+ int j, k;
+ vec4_t plane4f;
+ int numvertices;
+ float corner[8][4];
+ float dist[8];
+ int sign[8];
+ float f;
+
+ if (!r_shadow_scissor.integer)
+ return false;
// if view is inside the light box, just say yes it's visible
if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
return false;
}
- // create a temporary brush describing the area the light can affect in worldspace
- VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
- VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
- VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
- VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
- VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
- VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
- VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
- VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
- VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
- VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
- VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
-
- // turn the brush into a mesh
- memset(&mesh, 0, sizeof(rmesh_t));
- mesh.maxvertices = 256;
- mesh.vertex3f = vertex3f;
- mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
- R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
-
- // if that mesh is empty, the light is not visible at all
- if (!mesh.numvertices)
- return true;
+ x1 = y1 = x2 = y2 = 0;
- if (!r_shadow_scissor.integer)
- return false;
+ // transform all corners that are infront of the nearclip plane
+ VectorNegate(r_view.frustum[4].normal, plane4f);
+ plane4f[3] = r_view.frustum[4].dist;
+ numvertices = 0;
+ for (i = 0;i < 8;i++)
+ {
+ Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+ dist[i] = DotProduct4(corner[i], plane4f);
+ sign[i] = dist[i] > 0;
+ if (!sign[i])
+ {
+ VectorCopy(corner[i], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ // if some points are behind the nearclip, add clipped edge points to make
+ // sure that the scissor boundary is complete
+ if (numvertices > 0 && numvertices < 8)
+ {
+ // add clipped edge points
+ for (i = 0;i < 12;i++)
+ {
+ j = bboxedges[i][0];
+ k = bboxedges[i][1];
+ if (sign[j] != sign[k])
+ {
+ f = dist[j] / (dist[j] - dist[k]);
+ VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ }
+
+ // if we have no points to check, the light is behind the view plane
+ if (!numvertices)
+ return true;
- // if that mesh is not empty, check what area of the screen it covers
+ // if we have some points to transform, check what screen area is covered
x1 = y1 = x2 = y2 = 0;
v[3] = 1.0f;
- //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
- for (i = 0;i < mesh.numvertices;i++)
+ //Con_Printf("%i vertices to transform...\n", numvertices);
+ for (i = 0;i < numvertices;i++)
{
- VectorCopy(mesh.vertex3f + i * 3, v);
+ VectorCopy(vertex[i], v);
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]);
if (i)
}
if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ RSurf_SetupDepthAndCulling();
nmap = rsurface.texture->currentskinframe->nmap;
if (gl_lightmaps.integer)
nmap = r_texture_blanknormalmap;
void R_Shadow_UncompileWorldLights(void)
{
+ size_t lightindex;
dlight_t *light;
- for (light = r_shadow_worldlightchain;light;light = light->next)
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ {
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
R_RTLight_Uncompile(&light->rtlight);
+ }
}
void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
}
-void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent)
{
model_t *model = ent->model;
if (!model->DrawLight)
rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
// look up the light style value at this time
- f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+ f = (rtlight->style >= 0 ? r_refdef.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
VectorScale(rtlight->color, f, rtlight->currentcolor);
/*
if (rtlight->selected)
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(true, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
// optionally draw the illuminated areas
// for performance analysis by level designers
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
R_Shadow_RenderMode_StencilShadowVolumes(false);
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityLight(lightentities[i]);
// optionally draw the illuminated areas
// for performance analysis by level designers
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityLight(lightentities[i]);
}
}
}
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityLight(lightentities[i]);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
// optionally draw the illuminated areas
// for performance analysis by level designers
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityLight(lightentities[i]);
for (i = 0;i < numlightentities_noselfshadow;i++)
- R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+ R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
}
}
void R_Shadow_DrawLightSprites(void);
void R_ShadowVolumeLighting(qboolean visible)
{
- int lnum, flag;
+ int flag;
+ int lnum;
+ size_t lightindex;
dlight_t *light;
if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
if (r_shadow_debuglight.integer >= 0)
{
- for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
- if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
- R_DrawRTLight(&light->rtlight, visible);
+ lightindex = r_shadow_debuglight.integer;
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light && (light->flags & flag))
+ R_DrawRTLight(&light->rtlight, visible);
}
else
- for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
- if (light->flags & flag)
+ {
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ {
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light && (light->flags & flag))
R_DrawRTLight(&light->rtlight, visible);
+ }
+ }
if (r_refdef.rtdlight)
for (lnum = 0;lnum < r_refdef.numlights;lnum++)
R_DrawRTLight(&r_refdef.lights[lnum], visible);
R_Shadow_RenderMode_End();
}
+void R_DrawCoronas(void)
+{
+ int i, flag;
+ float cscale, scale;
+ size_t lightindex;
+ dlight_t *light;
+ rtlight_t *rtlight;
+ if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
+ return;
+ R_Mesh_Matrix(&identitymatrix);
+ flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ // FIXME: these traces should scan all render entities instead of cl.world
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ {
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
+ rtlight = &light->rtlight;
+ if (!(rtlight->flags & flag))
+ continue;
+ if (rtlight->corona * r_coronas.value <= 0)
+ continue;
+ if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
+ continue;
+ cscale = rtlight->corona * r_coronas.value* 0.25f;
+ scale = rtlight->radius * rtlight->coronasizescale;
+ if (VectorDistance2(rtlight->shadoworigin, r_view.origin) < 16.0f * 16.0f)
+ continue;
+ if (CL_Move(r_view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+ continue;
+ R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
+ }
+ for (i = 0;i < r_refdef.numlights;i++)
+ {
+ rtlight = &r_refdef.lights[i];
+ if (!(rtlight->flags & flag))
+ continue;
+ if (rtlight->corona <= 0)
+ continue;
+ if (VectorDistance2(rtlight->shadoworigin, r_view.origin) < 32.0f * 32.0f)
+ continue;
+ if (gl_flashblend.integer)
+ {
+ cscale = rtlight->corona * 1.0f;
+ scale = rtlight->radius * rtlight->coronasizescale * 2.0f;
+ }
+ else
+ {
+ cscale = rtlight->corona * r_coronas.value* 0.25f;
+ scale = rtlight->radius * rtlight->coronasizescale;
+ }
+ if (VectorLength(rtlight->color) * cscale < (1.0f / 256.0f))
+ continue;
+ if (CL_Move(r_view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+ continue;
+ R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
+ }
+}
+
+
//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
typedef struct suffixinfo_s
rtexture_t *R_Shadow_LoadCubemap(const char *basename)
{
int i, j, cubemapsize;
- unsigned char *cubemappixels, *image_rgba;
+ unsigned char *cubemappixels, *image_buffer;
rtexture_t *cubemaptexture;
char name[256];
// must start 0 so the first loadimagepixels has no requested width/height
// generate an image name based on the base and and suffix
dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
// load it
- if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+ if ((image_buffer = loadimagepixelsbgra(name, false, false)))
{
// an image loaded, make sure width and height are equal
- if (image_width == image_height)
+ if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
{
// if this is the first image to load successfully, allocate the cubemap memory
if (!cubemappixels && image_width >= 1)
}
// copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
if (cubemappixels)
- Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+ Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
}
else
Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
// free the image
- Mem_Free(image_rgba);
+ Mem_Free(image_buffer);
}
}
}
{
if (!r_shadow_filters_texturepool)
r_shadow_filters_texturepool = R_AllocTexturePool();
- cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0), NULL);
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0), NULL);
Mem_Free(cubemappixels);
}
else
dlight_t *R_Shadow_NewWorldLight(void)
{
- dlight_t *light;
- light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
- light->next = r_shadow_worldlightchain;
- r_shadow_worldlightchain = light;
- return light;
+ return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
}
void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
void R_Shadow_FreeWorldLight(dlight_t *light)
{
- dlight_t **lightpointer;
+ if (r_shadow_selectedlight == light)
+ r_shadow_selectedlight = NULL;
R_RTLight_Uncompile(&light->rtlight);
- for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
- if (*lightpointer != light)
- Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
- *lightpointer = light->next;
- Mem_Free(light);
+ Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
}
void R_Shadow_ClearWorldLights(void)
{
- while (r_shadow_worldlightchain)
- R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+ size_t lightindex;
+ dlight_t *light;
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ {
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light)
+ R_Shadow_FreeWorldLight(light);
+ }
r_shadow_selectedlight = NULL;
R_Shadow_FreeCubemaps();
}
void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
// this is never batched (there can be only one)
- float scale = r_editlights_cursorgrid.value * 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
}
void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
+ float intensity;
+ float s;
+ vec3_t spritecolor;
+ cachepic_t *pic;
+
// this is never batched (due to the ent parameter changing every time)
// so numsurfaces == 1 and surfacelist[0] == lightnumber
- float intensity;
const dlight_t *light = (dlight_t *)ent;
- intensity = 0.5;
+ s = EDLIGHTSPRSIZE;
+ intensity = 0.5f;
+ VectorScale(light->color, intensity, spritecolor);
+ if (VectorLength(spritecolor) < 0.1732f)
+ VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
+ if (VectorLength(spritecolor) > 1.0f)
+ VectorNormalize(spritecolor);
+
+ // draw light sprite
+ if (light->cubemapname[0] && !light->shadow)
+ pic = r_editlights_sprcubemapnoshadowlight;
+ else if (light->cubemapname[0])
+ pic = r_editlights_sprcubemaplight;
+ else if (!light->shadow)
+ pic = r_editlights_sprnoshadowlight;
+ else
+ pic = r_editlights_sprlight;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_view.right, r_view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
+ // draw selection sprite if light is selected
if (light->selected)
- intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
- if (!light->shadow)
- intensity *= 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_view.right, r_view.up, s, -s, -s, s, 1, 1, 1, 1);
+ // VorteX todo: add normalmode/realtime mode light overlay sprites?
}
void R_Shadow_DrawLightSprites(void)
{
- int i;
+ size_t lightindex;
dlight_t *light;
-
- for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
- R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ {
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light)
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
+ }
R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
}
void R_Shadow_SelectLightInView(void)
{
float bestrating, rating, temp[3];
- dlight_t *best, *light;
+ dlight_t *best;
+ size_t lightindex;
+ dlight_t *light;
best = NULL;
bestrating = 0;
- for (light = r_shadow_worldlightchain;light;light = light->next)
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
{
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
VectorSubtract(light->origin, r_view.origin, temp);
rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
if (rating >= 0.95)
void R_Shadow_SaveWorldLights(void)
{
+ size_t lightindex;
dlight_t *light;
size_t bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
char line[MAX_INPUTLINE];
- if (!r_shadow_worldlightchain)
+ if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
return;
if (r_refdef.worldmodel == NULL)
{
strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
- for (light = r_shadow_worldlightchain;light;light = light->next)
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
{
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLights();
- if (r_shadow_worldlightchain == NULL)
+ if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
{
R_Shadow_LoadLightsFile();
- if (r_shadow_worldlightchain == NULL)
+ if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
}
}
void R_Shadow_EditLights_EditAll_f(void)
{
+ size_t lightindex;
dlight_t *light;
if (!r_editlights.integer)
return;
}
- for (light = r_shadow_worldlightchain;light;light = light->next)
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
{
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
R_Shadow_SelectLight(light);
R_Shadow_EditLights_Edit_f();
}
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
{
int lightnumber, lightcount;
+ size_t lightindex;
dlight_t *light;
float x, y;
char temp[256];
if (!r_editlights.integer)
return;
- x = 0;
- y = con_vislines;
+ x = vid_conwidth.value - 240;
+ y = 5;
+ DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
lightnumber = -1;
lightcount = 0;
- for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
+ for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+ {
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
if (light == r_shadow_selectedlight)
- lightnumber = lightcount;
- sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ lightnumber = lightindex;
+ lightcount++;
+ }
+ sprintf(temp, "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+ sprintf(temp, "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+ y += 8;
if (r_shadow_selectedlight == NULL)
return;
- sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
- sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+ sprintf(temp, "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
}
Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
}
+
+
+/*
+=============================================================================
+
+LIGHT SAMPLING
+
+=============================================================================
+*/
+
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+{
+ VectorClear(diffusecolor);
+ VectorClear(diffusenormal);
+
+ if (!r_fullbright.integer && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
+ {
+ ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
+ r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+ }
+ else
+ VectorSet(ambientcolor, 1, 1, 1);
+
+ if (dynamic)
+ {
+ int i;
+ float f, v[3];
+ rtlight_t *light;
+ for (i = 0;i < r_refdef.numlights;i++)
+ {
+ light = &r_refdef.lights[i];
+ Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
+ f = 1 - VectorLength2(v);
+ if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+ VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+ }
+ }
+}