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
void r_shadow_newmap(void)
{
+ if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+ R_Shadow_EditLights_Reload_f();
}
void R_Shadow_Help_f(void)
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;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
- GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+ GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
// increment stencil if frontface is behind depthbuffer
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 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");
+ r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
+ r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
+ r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
+ r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
+ r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
}
void R_Shadow_ValidateCvars(void)
GL_DepthTest(true);
GL_DepthMask(false);
GL_Color(0, 0, 0, 1);
- GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+ GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
void R_Shadow_RenderMode_Reset(void)
{
CHECKGLERROR
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
- else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
{
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
}
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_refdef.view.cullface_back);
GL_Color(1, 1, 1, 1);
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_SetupGenericShader(false);
}
void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
R_Shadow_RenderMode_Reset();
GL_ColorMask(0, 0, 0, 0);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+ R_SetupDepthOrShadowShader();
qglDepthFunc(GL_LESS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
r_shadow_rendermode = r_shadow_shadowingrendermode;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
{
GL_CullFace(GL_NONE);
- qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
- qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
+ qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
{
GL_CullFace(GL_NONE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
}
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
{
- R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
- R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
- R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
- R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
- R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
- R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
- R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
- R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
- //R_Mesh_TexMatrix(3, rsurface.entitytolight); // light filter matrix
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
- CHECKGLERROR
+ R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
}
+ else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
}
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
GL_DepthTest(r_showshadowvolumes.integer < 2);
- GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
+ GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
GL_CullFace(GL_NONE);
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
GL_DepthTest(r_showlighting.integer < 2);
- GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
+ GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
if (!transparent)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
R_Shadow_RenderMode_Reset();
R_Shadow_RenderMode_ActiveLight(NULL);
GL_DepthMask(true);
- GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+ GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
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))
+ if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
{
- GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+ GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
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_refdef.view.frustum[4].normal, plane4f);
+ plane4f[3] = r_refdef.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 that mesh is not empty, check what area of the screen it covers
+ // if we have no points to check, the light is behind the view plane
+ if (!numvertices)
+ return true;
+
+ // 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)
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
// clamp it to the screen
- 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 (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x;
+ if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
+ if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
+ if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
// if it is inside out, it's not visible
if (ix2 <= ix1 || iy2 <= iy1)
static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// used to display how many times a surface is lit for level design purposes
- GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
}
static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
+ R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
+ if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
+ R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+ else
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+ R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+ R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
+ R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
+ if (rsurface.texture->backgroundcurrentskinframe)
+ {
+ R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
+ R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
+ R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+ }
+ //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
+ R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
+ R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
+ R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+ R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
{
// shared final code for all the dot3 layers
int renders;
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.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);
return;
R_Mesh_ColorPointer(NULL, 0, 0);
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
if (dopants)
{
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
}
if (doshirt)
{
if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
}
if (dospecular)
- R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+ R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
}
void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
rmeshstate_t m;
- VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase);
- VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase);
- VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants);
- VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants);
- VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
- VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+ VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
+ VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
+ VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
+ VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
+ VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
+ VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
}
}
+extern cvar_t gl_lightmaps;
void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
{
float ambientscale, diffusescale, specularscale;
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
+ rtexture_t *nmap;
// calculate colors to render this texture with
lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
}
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 : GL_FRONT); // quake is backwards, this culls back faces
- if (rsurface.texture->colormapping)
+ RSurf_SetupDepthAndCulling();
+ nmap = rsurface.texture->currentskinframe->nmap;
+ if (gl_lightmaps.integer)
+ nmap = r_texture_blanknormalmap;
+ if (rsurface.texture->colormapping && !gl_lightmaps.integer)
{
qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
int i;
int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
- entity_render_t *ent = r_refdef.worldentity;
- model_t *model = r_refdef.worldmodel;
+ entity_render_t *ent = r_refdef.scene.worldentity;
+ model_t *model = r_refdef.scene.worldmodel;
unsigned char *data;
// compile the light
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)
rsurface.rtlight_numfrustumplanes = 0;
// haven't implemented a culling path for ortho rendering
- if (!r_view.useperspective)
+ if (!r_refdef.view.useperspective)
{
// check if the light is on screen and copy the 4 planes if it is
for (i = 0;i < 4;i++)
- if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
+ if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
break;
if (i == 4)
for (i = 0;i < 4;i++)
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i];
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
return;
}
{
// quickly reject standard frustum planes that put the light
// origin outside the frustum
- if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
+ if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
continue;
// copy the plane
- rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i];
+ rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
}
// if all the standard frustum planes were accepted, the light is onscreen
// otherwise we need to generate some more planes below...
{
// create a plane using the view origin and light origin, and a
// single point from the frustum corner set
- TriangleNormal(r_view.origin, r_view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
+ TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
VectorNormalize(plane.normal);
- plane.dist = DotProduct(r_view.origin, plane.normal);
+ plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
// see if this plane is backwards and flip it if so
for (j = 0;j < 4;j++)
- if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+ if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
break;
if (j < 4)
{
plane.dist *= -1;
// flipped plane, test again to see if it is now valid
for (j = 0;j < 4;j++)
- if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+ if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
break;
// if the plane is still not valid, then it is dividing the
// frustum and has to be rejected
for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
{
plane = rsurface.rtlight_frustumplanes[i];
- Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
+ Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
}
#endif
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
- GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+ GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
// increment stencil if frontface is behind depthbuffer
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
}
CHECKGLERROR
}
- else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
+ else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
{
int t, tend;
int surfacelistindex;
msurface_t *surface;
- R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles);
+ R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- surface = r_refdef.worldmodel->data_surfaces + surfacelist[surfacelistindex];
+ surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
if (CHECKPVSBIT(trispvs, t))
shadowmarklist[numshadowmark++] = t;
}
- R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
}
else if (numsurfaces)
- r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+ r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
}
void R_Shadow_DrawEntityShadow(entity_render_t *ent)
{
// set up properties for rendering light onto this entity
RSurf_ActiveModelEntity(ent, true, true);
+ GL_AlphaTest(false);
Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
- if (!r_refdef.worldmodel->DrawLight)
+ if (!r_refdef.scene.worldmodel->DrawLight)
return;
// set up properties for rendering light onto this entity
RSurf_ActiveWorldEntity();
+ GL_AlphaTest(false);
rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
R_Mesh_TexMatrix(3, &rsurface.entitytolight);
- r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
+ r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.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.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
VectorScale(rtlight->color, f, rtlight->currentcolor);
/*
if (rtlight->selected)
shadowtrispvs = rtlight->static_shadowtrispvs;
lighttrispvs = rtlight->static_lighttrispvs;
}
- else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
+ else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
- r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
+ R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
+ r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
if (numleafs)
{
for (i = 0;i < numleafs;i++)
- if (r_viewcache.world_leafvisible[leaflist[i]])
+ if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
break;
if (i == numleafs)
return;
// add dynamic entities that are lit by the light
if (r_drawentities.integer)
{
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
model_t *model;
- entity_render_t *ent = r_refdef.entities[i];
+ entity_render_t *ent = r_refdef.scene.entities[i];
vec3_t org;
if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
continue;
continue;
if (!(model = ent->model))
continue;
- if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
+ if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
{
// this entity wants to receive light, is visible, and is
// inside the light box
// TODO: check if the surfaces in the model can receive light
// so now check if it's in a leaf seen by the light
- if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
if (ent->flags & RENDER_NOSELFSHADOW)
lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
// cast a shadow...
// TODO: check if the surfaces in the model can cast shadow
// now check if it is in a leaf seen by the light
- if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
// about the VectorDistance2 - light emitting entities should not cast their own shadow
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
return;
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
// make this the active rtlight for rendering purposes
// count this light in the r_speeds
r_refdef.stats.lights++;
- if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+ if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
{
// optionally draw visible shape of the shadow volumes
// for performance analysis by level designers
// 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
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_refdef.view.showdebug)
{
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 (r_showlighting.integer)
+ if (r_showlighting.integer && r_refdef.view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
- R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+ 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 (r_showlighting.integer)
+ if (r_showlighting.integer && r_refdef.view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(false, 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]);
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)))
- R_Shadow_EditLights_Reload_f();
-
if (r_editlights.integer)
R_Shadow_DrawLightSprites();
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);
+ for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+ R_DrawRTLight(&r_refdef.scene.lights[lnum], visible);
R_Shadow_RenderMode_End();
}
-extern void R_SetupView(const matrix4x4_t *matrix);
+extern void R_SetupView(qboolean allowwaterclippingplane);
extern cvar_t r_shadows_throwdistance;
void R_DrawModelShadows(void)
{
return;
CHECKGLERROR
- GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+ GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
R_Shadow_RenderMode_StencilShadowVolumes(true);
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- ent = r_refdef.entities[i];
+ ent = r_refdef.scene.entities[i];
// cast shadows from anything that is not a submodel of the map
if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
{
// set up ortho view for rendering this pass
GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
- GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_ScissorTest(true);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_DepthMask(false);
GL_PolygonOffset(0, 0);CHECKGLERROR
GL_Color(0, 0, 0, 0.5);
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
qglDepthFunc(GL_ALWAYS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
// restoring the perspective view is done by R_RenderScene
- //R_SetupView(&r_view.matrix);
+ //R_SetupView(true);
// restore other state to normal
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_refdef.view.origin) < 16.0f * 16.0f)
+ continue;
+ if (CL_Move(r_refdef.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_refdef.view.right, r_refdef.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.scene.numlights;i++)
+ {
+ rtlight = &r_refdef.scene.lights[i];
+ if (!(rtlight->flags & flag))
+ continue;
+ if (rtlight->corona <= 0)
+ continue;
+ if (VectorDistance2(rtlight->shadoworigin, r_refdef.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_refdef.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_refdef.view.right, r_refdef.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 a cubemap loaded, upload it
if (cubemappixels)
{
+ if (developer_loading.integer)
+ Con_Printf("loading cubemap \"%s\"\n", basename);
+
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, 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
{
- Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
- for (j = 0;j < 3;j++)
- for (i = 0;i < 6;i++)
- Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
- Con_Print(" and was unable to find any of them.\n");
+ Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
+ if (developer_loading.integer)
+ {
+ Con_Printf("(tried tried images ");
+ for (j = 0;j < 3;j++)
+ for (i = 0;i < 6;i++)
+ Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+ Con_Print(" and was unable to find any of them).\n");
+ }
}
return cubemaptexture;
}
void R_Shadow_FreeCubemaps(void)
{
+ int i;
+ for (i = 0;i < numcubemaps;i++)
+ {
+ if (developer_loading.integer)
+ Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
+ R_FreeTexture(cubemaps[i].texture);
+ }
+
numcubemaps = 0;
R_FreeTexturePool(&r_shadow_filters_texturepool);
}
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_refdef.view.right, r_refdef.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_refdef.view.right, r_refdef.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_refdef.view.right, r_refdef.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++)
{
- VectorSubtract(light->origin, r_view.origin, temp);
- rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
+ light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
+ VectorSubtract(light->origin, r_refdef.view.origin, temp);
+ rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
+ if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
{
bestrating = rating;
best = light;
int n, a, style, shadow, flags;
char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
- if (r_refdef.worldmodel == NULL)
+ if (cl.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
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)
+ if (cl.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
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])
int n, a, style;
char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
- if (r_refdef.worldmodel == NULL)
+ if (cl.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
strlcat (name, ".lights", sizeof (name));
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
char key[256], value[MAX_INPUTLINE];
- if (r_refdef.worldmodel == NULL)
+ if (cl.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
// try to load a .ent file first
- FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
+ FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
strlcat (key, ".ent", sizeof (key));
data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
// and if that is not found, fall back to the bsp file entity string
if (!data)
- data = r_refdef.worldmodel->brush.entities;
+ data = cl.worldmodel->brush.entities;
if (!data)
return;
- for (entnum = 0;COM_ParseToken_Simple(&data, false) && com_token[0] == '{';entnum++)
+ for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
{
type = LIGHTTYPE_MINUSX;
origin[0] = origin[1] = origin[2] = 0;
islight = false;
while (1)
{
- if (!COM_ParseToken_Simple(&data, false))
+ if (!COM_ParseToken_Simple(&data, false, false))
break; // error
if (com_token[0] == '}')
break; // end of entity
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseToken_Simple(&data, false))
+ if (!COM_ParseToken_Simple(&data, false, false))
break; // error
strlcpy(value, com_token, sizeof(value));
pflags = (int)atof(value);
else if (!strcmp("effects", key))
effects = (int)atof(value);
- else if (r_refdef.worldmodel->type == mod_brushq3)
+ else if (cl.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
lightscale = atof(value);
vec_t dist, push;
vec3_t dest, endpos;
trace_t trace;
- VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
- trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+ VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
+ trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
if (trace.fraction < 1)
{
dist = trace.fraction * r_editlights_cursordistance.value;
if (push > dist)
push = dist;
push = -push;
- VectorMA(trace.endpos, push, r_view.forward, endpos);
+ VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
}
else
void R_Shadow_EditLights_Reload_f(void)
{
- if (!r_refdef.worldmodel)
+ if (!cl.worldmodel)
return;
- strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
+ strlcpy(r_shadow_mapname, cl.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_Save_f(void)
{
- if (!r_refdef.worldmodel)
+ if (!cl.worldmodel)
return;
R_Shadow_SaveWorldLights();
}
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.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ {
+ ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
+ r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.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.scene.numlights;i++)
+ {
+ light = &r_refdef.scene.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);
+ }
+ }
+}