dlight_t *r_shadow_selectedlight;
dlight_t r_shadow_bufferlight;
vec3_t r_editlights_cursorlocation;
+qboolean r_editlights_lockcursor;
extern int con_vislines;
if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
- if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+ if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
}
r_shadow_buffer_surfacesides = NULL;
r_shadow_buffer_shadowtrispvs = NULL;
r_shadow_buffer_lighttrispvs = NULL;
- R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
+ R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
}
matrix4x4_t matrix_attenuationxyz =
// 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, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+ r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, 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, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
// 3D sphere texture
if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
{
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, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
}
else
r_shadow_attenuation3dtexture = NULL;
0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
};
- r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
}
static void R_Shadow_MakeShadowMap(int side, int size)
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;
- float vertex[20][3];
- int j, k;
- vec4_t plane4f;
- int numvertices;
- float corner[8][4];
- float dist[8];
- int sign[8];
- float f;
-
- r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
- r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
- r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
- r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
-
if (!r_shadow_scissor.integer)
- return false;
-
- // if view is inside the light box, just say yes it's visible
- if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
- return false;
-
- x1 = y1 = x2 = y2 = 0;
-
- // 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++;
- }
- }
+ r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+ r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+ r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+ r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+ return false;
}
- // 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", numvertices);
- for (i = 0;i < numvertices;i++)
+ if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
{
- VectorCopy(vertex[i], v);
- R_Viewport_TransformToScreen(&r_refdef.view.viewport, 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 (x1 > v2[0]) x1 = v2[0];
- if (x2 < v2[0]) x2 = v2[0];
- if (y1 > v2[1]) y1 = v2[1];
- if (y2 < v2[1]) y2 = v2[1];
- }
- else
- {
- x1 = x2 = v2[0];
- y1 = y2 = v2[1];
- }
+ if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
+ || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
+ || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
+ || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
+ r_refdef.stats.lights_scissored++;
+ return false;
}
-
- // now convert the scissor rectangle to integer screen coordinates
- ix1 = (int)(x1 - 1.0f);
- iy1 = vid.height - (int)(y2 - 1.0f);
- ix2 = (int)(x2 + 1.0f);
- iy2 = vid.height - (int)(y1 + 1.0f);
- //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-
- // clamp it to the screen
- if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
- if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
- if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
- if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
-
- // if it is inside out, it's not visible
- if (ix2 <= ix1 || iy2 <= iy1)
- return true;
-
- // the light area is visible, set up the scissor rectangle
- r_shadow_lightscissor[0] = ix1;
- r_shadow_lightscissor[1] = iy1;
- r_shadow_lightscissor[2] = ix2 - ix1;
- r_shadow_lightscissor[3] = iy2 - iy1;
-
- r_refdef.stats.lights_scissored++;
- return false;
+ else
+ return true; // invisible
}
static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
r_shadow_prepass_width = vid.width;
r_shadow_prepass_height = vid.height;
r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
- r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
- r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
- r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+ r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
// set up the geometry pass fbo (depth + normalmap)
qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- break;
+ if (r_shadows.integer >= 2)
+ break;
+ // fall through
case R_SHADOW_SHADOWMODE_STENCIL:
for (i = 0;i < r_refdef.scene.numentities;i++)
{
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
- if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL)
+ if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
return;
CHECKGLERROR
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);
+ if (!r_editlights_lockcursor)
+ R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
}
int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
best = NULL;
bestrating = 0;
+
+ if (r_editlights_lockcursor)
+ return;
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
- strlcat (name, ".rtlights", sizeof (name));
+ dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
- strlcat (name, ".rtlights", sizeof (name));
+ dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
bufchars = bufmaxchars = 0;
buf = NULL;
for (lightindex = 0;lightindex < range;lightindex++)
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
- strlcat (name, ".lights", sizeof (name));
+ dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
{
return;
}
// try to load a .ent file first
- FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
- strlcat (key, ".ent", sizeof (key));
+ dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
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)
{
if (!cl.worldmodel)
return;
- strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+ strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLights();
if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
void R_Shadow_EditLights_EditAll_f(void)
{
size_t lightindex;
- dlight_t *light;
+ dlight_t *light, *oldselected;
size_t range;
if (!r_editlights.integer)
return;
}
+ oldselected = r_shadow_selectedlight;
// EditLights doesn't seem to have a "remove" command or something so:
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
for (lightindex = 0;lightindex < range;lightindex++)
R_Shadow_SelectLight(light);
R_Shadow_EditLights_Edit_f();
}
+ // return to old selected (to not mess editing once selection is locked)
+ R_Shadow_SelectLight(oldselected);
}
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
"r_editlights_help : this help\n"
"r_editlights_clear : remove all lights\n"
"r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_lock : lock selection to current light, if already locked - unlock\n"
"r_editlights_save : save to .rtlights file\n"
"r_editlights_spawn : create a light with default settings\n"
"r_editlights_edit command : edit selected light - more documentation below\n"
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
}
+void R_Shadow_EditLights_Lock_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (r_editlights_lockcursor)
+ {
+ r_editlights_lockcursor = false;
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Print("No selected light to lock on.\n");
+ return;
+ }
+ r_editlights_lockcursor = true;
+}
+
void R_Shadow_EditLights_Init(void)
{
Cvar_RegisterVariable(&r_editlights);
Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
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)");
+ Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
}