X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=31615386f50e285e95643e472a444380aa7c25aa;hb=221bb70d6ec2aab6d29b5f5184f00e3636add70a;hp=fde1b98e63aba675a626ae2804be85b61325e863;hpb=f55c4a9648c260b8855a8fa8e166de101d521df4;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index fde1b98e..31615386 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -157,6 +157,8 @@ rtexture_t *r_shadow_attenuation3dtexture; rtexture_t *r_shadow_blankbumptexture; rtexture_t *r_shadow_blankglosstexture; rtexture_t *r_shadow_blankwhitetexture; +rtexture_t *r_shadow_blankwhitecubetexture; +rtexture_t *r_shadow_blankblacktexture; // lights are reloaded when this changes char r_shadow_mapname[MAX_QPATH]; @@ -189,6 +191,10 @@ cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegener cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; +cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"}; +cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"}; +cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"}; +cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; cvar_t r_editlights = {0, "r_editlights", "0"}; cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; @@ -222,9 +228,13 @@ cubemapinfo_t; static int numcubemaps; static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; -GLhandleARB r_shadow_program_light_diffusegloss = 0; -GLhandleARB r_shadow_program_light_diffuse = 0; -GLhandleARB r_shadow_program_light_gloss = 0; +#define SHADERPERMUTATION_SPECULAR (1<<0) +#define SHADERPERMUTATION_FOG (1<<1) +#define SHADERPERMUTATION_CUBEFILTER (1<<2) +#define SHADERPERMUTATION_OFFSETMAPPING (1<<3) +#define SHADERPERMUTATION_COUNT (1<<4) + +GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT]; void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); @@ -237,18 +247,148 @@ void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); -// beginnings of GL_ARB_shaders support, not done yet -GLhandleARB GL_Backend_LoadProgram(const char *vertexshaderfilename, const char *fragmentshaderfilename) -{ - return 0; -} - -void GL_Backend_FreeProgram(GLhandleARB prog) -{ -} +const char *builtinshader_light_vert = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"uniform vec3 LightPosition;\n" +"\n" +"varying vec2 TexCoord;\n" +"varying vec3 CubeVector;\n" +"varying vec3 LightVector;\n" +"\n" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +"uniform vec3 EyePosition;\n" +"varying vec3 EyeVector;\n" +"#endif\n" +"\n" +"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" +"\n" +"void main(void)\n" +"{\n" +" // copy the surface texcoord\n" +" TexCoord = gl_MultiTexCoord0.st;\n" +"\n" +" // transform vertex position into light attenuation/cubemap space\n" +" // (-1 to +1 across the light box)\n" +" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" +"\n" +" // transform unnormalized light direction into tangent space\n" +" // (we use unnormalized to ensure that it interpolates correctly and then\n" +" // normalize it per pixel)\n" +" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" +" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +"\n" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +" // transform unnormalized eye direction into tangent space\n" +" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS\n" +" // rendering\n" +" gl_Position = ftransform();\n" +"}\n" +; + +const char *builtinshader_light_frag = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"uniform vec3 LightColor;\n" +"\n" +"#ifdef USEOFFSETMAPPING\n" +"uniform float OffsetMapping_Scale;\n" +"uniform float OffsetMapping_Bias;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +"uniform float SpecularPower;\n" +"#endif\n" +"#ifdef USEFOG\n" +"uniform float FogRangeRecip;\n" +"#endif\n" +"uniform float AmbientScale;\n" +"uniform float DiffuseScale;\n" +"#ifdef USESPECULAR\n" +"uniform float SpecularScale;\n" +"#endif\n" +"\n" +"uniform sampler2D Texture_Normal;\n" +"uniform sampler2D Texture_Color;\n" +"#ifdef USESPECULAR\n" +"uniform sampler2D Texture_Gloss;\n" +"#endif\n" +"#ifdef USECUBEFILTER\n" +"uniform samplerCube Texture_Cube;\n" +"#endif\n" +"#ifdef USEFOG\n" +"uniform sampler2D Texture_FogMask;\n" +"#endif\n" +"\n" +"varying vec2 TexCoord;\n" +"varying vec3 CubeVector;\n" +"varying vec3 LightVector;\n" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +"varying vec3 EyeVector;\n" +"#endif\n" +"\n" +"void main(void)\n" +"{\n" +" // attenuation\n" +" //\n" +" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" +" // center and sharp falloff at the edge, this is about the most efficient\n" +" // we can get away with as far as providing illumination.\n" +" //\n" +" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" +" // provide significant illumination, large = slow = pain.\n" +" float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" +"\n" +"#ifdef USEFOG\n" +" // apply fog\n" +" colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n" +"#endif\n" +"\n" +"#ifdef USEOFFSETMAPPING\n" +" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n" +" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n" +" vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n" +" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" +" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +" // get the texels - with a blendmap we'd need to blend multiple here\n" +" vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n" +" vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n" +"#ifdef USESPECULAR\n" +" vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n" +"#endif\n" +"\n" +" // calculate shading\n" +" vec3 diffusenormal = normalize(LightVector);\n" +" vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +"#ifdef USESPECULAR\n" +" color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n" +"#endif\n" +"\n" +"#ifdef USECUBEFILTER\n" +" // apply light cubemap filter\n" +" color *= vec3(textureCube(Texture_Cube, CubeVector));\n" +"#endif\n" +"\n" +" // calculate fragment color\n" +" gl_FragColor = vec4(LightColor * color * colorscale, 1);\n" +"}\n" +; void r_shadow_start(void) { + int i; // allocate vertex processing arrays numcubemaps = 0; r_shadow_normalcubetexture = NULL; @@ -257,6 +397,8 @@ void r_shadow_start(void) r_shadow_blankbumptexture = NULL; r_shadow_blankglosstexture = NULL; r_shadow_blankwhitetexture = NULL; + r_shadow_blankwhitecubetexture = NULL; + r_shadow_blankblacktexture = NULL; r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; R_Shadow_ValidateCvars(); @@ -278,23 +420,85 @@ void r_shadow_start(void) r_shadow_buffer_numsurfacepvsbytes = 0; r_shadow_buffer_surfacepvs = NULL; r_shadow_buffer_surfacelist = NULL; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + r_shadow_program_light[i] = 0; if (gl_support_fragment_shader) { - r_shadow_program_light_diffusegloss = GL_Backend_LoadProgram("glsl/diffusegloss.vert", "glsl/diffusegloss.frag"); - r_shadow_program_light_diffuse = GL_Backend_LoadProgram("glsl/diffuse.vert", "glsl/diffuse.frag"); - r_shadow_program_light_gloss = GL_Backend_LoadProgram("glsl/gloss.vert", "glsl/gloss.frag"); + char *vertstring, *fragstring; + int vertstrings_count; + int fragstrings_count; + const char *vertstrings_list[SHADERPERMUTATION_COUNT]; + const char *fragstrings_list[SHADERPERMUTATION_COUNT]; + vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false); + fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + vertstrings_count = 0; + fragstrings_count = 0; + if (i & SHADERPERMUTATION_SPECULAR) + { + vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n"; + fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n"; + } + if (i & SHADERPERMUTATION_FOG) + { + vertstrings_list[vertstrings_count++] = "#define USEFOG\n"; + fragstrings_list[fragstrings_count++] = "#define USEFOG\n"; + } + if (i & SHADERPERMUTATION_CUBEFILTER) + { + vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n"; + fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n"; + } + if (i & SHADERPERMUTATION_OFFSETMAPPING) + { + vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n"; + fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n"; + } + vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert; + fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag; + r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); + if (!r_shadow_program_light[i]) + { + Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light"); + continue; + } + qglUseProgramObjectARB(r_shadow_program_light[i]); + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR + if (i & SHADERPERMUTATION_SPECULAR) + { + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR + } + if (i & SHADERPERMUTATION_CUBEFILTER) + { + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR + } + if (i & SHADERPERMUTATION_FOG) + { + qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR + } + } + qglUseProgramObjectARB(0); + if (fragstring) + Mem_Free(fragstring); + if (vertstring) + Mem_Free(vertstring); } } void r_shadow_shutdown(void) { + int i; R_Shadow_UncompileWorldLights(); - GL_Backend_FreeProgram(r_shadow_program_light_diffusegloss); - r_shadow_program_light_diffusegloss = 0; - GL_Backend_FreeProgram(r_shadow_program_light_diffuse); - r_shadow_program_light_diffuse = 0; - GL_Backend_FreeProgram(r_shadow_program_light_gloss); - r_shadow_program_light_gloss = 0; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + if (r_shadow_program_light[i]) + { + GL_Backend_FreeProgram(r_shadow_program_light[i]); + r_shadow_program_light[i] = 0; + } + } numcubemaps = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; @@ -302,6 +506,8 @@ void r_shadow_shutdown(void) r_shadow_blankbumptexture = NULL; r_shadow_blankglosstexture = NULL; r_shadow_blankwhitetexture = NULL; + r_shadow_blankwhitecubetexture = NULL; + r_shadow_blankblacktexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; @@ -367,6 +573,10 @@ void R_Shadow_Help_f(void) "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" "r_shadow_realtime_world_shadows : cast shadows from world lights\n" +"r_shadow_glsl : use OpenGL Shading Language for lighting\n" +"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n" +"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n" +"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n" "r_shadow_scissor : use scissor optimization\n" "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" @@ -405,6 +615,10 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_shadow_visiblevolumes); + Cvar_RegisterVariable(&r_shadow_glsl); + Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping); + Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale); + Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias); Cvar_RegisterVariable(&gl_ext_stenciltwoside); if (gamemode == GAME_TENEBRAE) { @@ -547,7 +761,7 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int * memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); memset(vertexremap, 0, maxvertexupdate * sizeof(int)); } - + for (i = 0;i < numshadowmarktris;i++) shadowmark[shadowmarktris[i]] = shadowmarkcount; @@ -733,10 +947,10 @@ static void R_Shadow_MakeTextures(void) #define ATTEN2DSIZE 64 #define ATTEN3DSIZE 32 data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4))); - data[0] = 128; - data[1] = 128; - data[2] = 255; - data[3] = 255; + data[0] = 128; // normal X + data[1] = 128; // normal Y + data[2] = 255; // normal Z + data[3] = 128; // height r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); data[0] = 255; data[1] = 255; @@ -748,8 +962,22 @@ static void R_Shadow_MakeTextures(void) data[2] = 255; data[3] = 255; r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + data[0] = 0; + data[1] = 0; + data[2] = 0; + data[3] = 255; + r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_shadow_blankwhitecubetexture = NULL; + r_shadow_normalcubetexture = NULL; if (gl_texturecubemap) { + data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; + data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; + data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; + data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; + data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; + data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; + r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) @@ -801,8 +1029,6 @@ static void R_Shadow_MakeTextures(void) } r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } - else - r_shadow_normalcubetexture = NULL; for (y = 0;y < ATTEN2DSIZE;y++) { for (x = 0;x < ATTEN2DSIZE;x++) @@ -1355,19 +1581,111 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements int renders; float color[3], color2[3], colorscale; rmeshstate_t m; - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - if (!glosstexture) - glosstexture = r_shadow_blankglosstexture; // FIXME: support EF_NODEPTHTEST GL_DepthMask(false); GL_DepthTest(true); - if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) + if (!bumptexture) + bumptexture = r_shadow_blankbumptexture; + specularscale *= r_shadow_glossintensity.value; + if (!glosstexture) { + if (r_shadow_gloss.integer >= 2) + { + glosstexture = r_shadow_blankglosstexture; + specularscale *= r_shadow_gloss2intensity.value; + } + else + { + glosstexture = r_shadow_blankblacktexture; + specularscale = 0; + } + } + if (r_shadow_gloss.integer < 1) + specularscale = 0; + if (!lightcubemap) + lightcubemap = r_shadow_blankwhitecubetexture; + if (ambientscale + diffusescale + specularscale < 0.01) + return; + if (r_shadow_glsl.integer && r_shadow_program_light[0]) + { + unsigned int perm, prog; + // GLSL shader path (GFFX5200, Radeon 9500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.pointer_texcoord[0] = texcoord2f; + m.pointer_texcoord3f[1] = svector3f; + m.pointer_texcoord3f[2] = tvector3f; + m.pointer_texcoord3f[3] = normal3f; + m.tex[0] = R_GetTexture(bumptexture); + m.tex[1] = R_GetTexture(basetexture); + m.tex[2] = R_GetTexture(glosstexture); + m.texcubemap[3] = R_GetTexture(lightcubemap); + // TODO: support fog (after renderer is converted to texture fog) + m.tex[4] = R_GetTexture(r_shadow_blankwhitetexture); + m.texmatrix[3] = *matrix_modeltolight; + R_Mesh_State(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + CHECKGLERROR + perm = 0; + // only add a feature to the permutation if that permutation exists + // (otherwise it might end up not using a shader at all, which looks + // worse than using less features) + if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR]) + perm |= SHADERPERMUTATION_SPECULAR; + //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG]) + // perm |= SHADERPERMUTATION_FOG; + if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER]) + perm |= SHADERPERMUTATION_CUBEFILTER; + if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING]) + perm |= SHADERPERMUTATION_OFFSETMAPPING; + prog = r_shadow_program_light[perm]; + qglUseProgramObjectARB(prog);CHECKGLERROR + // TODO: support fog (after renderer is converted to texture fog) + if (perm & SHADERPERMUTATION_FOG) + { + qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR + } + qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR + if (perm & SHADERPERMUTATION_SPECULAR) + { + qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR + } + qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR + qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR + if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING)) + { + qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR + } + if (perm & SHADERPERMUTATION_OFFSETMAPPING) + { + qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR + qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR + } + CHECKGLERROR + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + GL_LockArrays(0, 0); + qglUseProgramObjectARB(0); + // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering + qglBegin(GL_TRIANGLES); + qglEnd(); + CHECKGLERROR + } + else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) + { + if (!bumptexture) + bumptexture = r_shadow_blankbumptexture; + if (!glosstexture) + glosstexture = r_shadow_blankglosstexture; if (ambientscale) { GL_Color(1,1,1,1); - colorscale = r_shadow_lightintensityscale.value * ambientscale; + colorscale = ambientscale; // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1398,6 +1716,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_texcoord3f[2] = varray_texcoord3f[2]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight); #endif + GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2) { @@ -1414,6 +1733,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements #endif m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = texcoord2f; + GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 4 && lightcubemap) { @@ -1449,6 +1769,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 3 && !lightcubemap) { @@ -1473,6 +1794,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements #endif m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = texcoord2f; + GL_BlendFunc(GL_ONE, GL_ONE); } else { @@ -1503,7 +1825,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1519,11 +1841,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, colorscale, color2); GL_LockArrays(0, numverts); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -1538,7 +1860,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements if (diffusescale) { GL_Color(1,1,1,1); - colorscale = r_shadow_lightintensityscale.value * diffusescale; + colorscale = diffusescale; // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1574,7 +1896,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1590,6 +1912,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) { @@ -1612,7 +1935,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); @@ -1629,7 +1952,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1645,6 +1968,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) { @@ -1666,7 +1990,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1679,6 +2003,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); #endif + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_textureunits.integer >= 4) { @@ -1716,7 +2041,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1732,6 +2057,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else { @@ -1762,7 +2088,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(bumptexture); @@ -1779,7 +2105,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -1795,11 +2121,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, colorscale, color2); GL_LockArrays(0, numverts); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -1811,14 +2137,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements } GL_LockArrays(0, 0); } - if (specularscale && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))) + if (specularscale && glosstexture != r_shadow_blankblacktexture) { // FIXME: detect blendsquare! //if (gl_support_blendsquare) { - colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value * specularscale; - if (glosstexture == r_shadow_blankglosstexture) - colorscale *= r_shadow_gloss2intensity.value; + colorscale = specularscale; GL_Color(1,1,1,1); if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { @@ -1840,7 +2164,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1858,7 +2182,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); @@ -1876,7 +2200,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); @@ -1892,6 +2216,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! { @@ -1913,7 +2238,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1931,7 +2256,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); @@ -1944,6 +2269,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements m.pointer_texcoord3f[1] = varray_texcoord3f[1]; R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); #endif + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } else { @@ -1965,7 +2291,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); @@ -1983,7 +2309,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements c_rt_lightmeshes++; c_rt_lighttris += numtriangles; GL_LockArrays(0, 0); - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); @@ -2009,7 +2335,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; - + memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(glosstexture); @@ -2025,10 +2351,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); #endif } + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } R_Mesh_State(&m); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, colorscale, color2); GL_LockArrays(0, numverts); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -2046,8 +2372,8 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements { if (ambientscale) { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value * ambientscale, color2); + GL_BlendFunc(GL_ONE, GL_ONE); + VectorScale(lightcolor, ambientscale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(basetexture); @@ -2101,8 +2427,8 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements } if (diffusescale) { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value * diffusescale, color2); + GL_BlendFunc(GL_ONE, GL_ONE); + VectorScale(lightcolor, diffusescale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = varray_color4f; @@ -2228,14 +2554,14 @@ void R_RTLight_Compile(rtlight_t *rtlight) // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering r_shadow_compilingrtlight = rtlight; R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters); - R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); + R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; + rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); if (numclusters) { rtlight->static_numclusters = numclusters; - rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); - rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes); } @@ -2318,7 +2644,7 @@ void R_Shadow_UncompileWorldLights(void) void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { - int i, shadow; + int i, shadow, usestencil; entity_render_t *ent; float f; vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2; @@ -2335,7 +2661,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01) return; - f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f); + f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value; VectorScale(rtlight->color, f, lightcolor); if (VectorLength2(lightcolor) < 0.01) return; @@ -2388,7 +2714,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) return; // calculate lit surfaces and clusters R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters); - R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces); + R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces); r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); clusterlist = r_shadow_buffer_clusterlist; clusterpvs = r_shadow_buffer_clusterpvs; @@ -2411,11 +2737,15 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) return; shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows); + usestencil = false; if (shadow && (gl_stencil || visiblevolumes)) { if (!visiblevolumes) + { R_Shadow_Stage_ShadowVolumes(); + usestencil = true; + } ent = &cl_entities[0].render; if (r_shadow_staticworldlights.integer && rtlight->compiled) { @@ -2475,7 +2805,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) if (!visiblevolumes) { - R_Shadow_Stage_Light(shadow && gl_stencil); + R_Shadow_Stage_Light(usestencil); ent = &cl_entities[0].render; if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) @@ -2621,7 +2951,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) for (i = 0;i < 6;i++) { // generate an image name based on the base and and suffix - snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); + dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) { @@ -2714,7 +3044,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve light->corona = corona; if (!cubemapname) cubemapname = ""; - strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname)); + strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname)); light->coronasizescale = coronasizescale; light->ambientscale = ambientscale; light->diffusescale = diffusescale; @@ -2816,7 +3146,7 @@ void R_Shadow_SelectLightInView(void) void R_Shadow_LoadWorldLights(void) { int n, a, style, shadow, flags; - char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; + 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) { @@ -2849,11 +3179,11 @@ void R_Shadow_LoadWorldLights(void) } */ t = s; - while (*s && *s != '\n') + while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; - *s = 0; + tempchar = *s; shadow = true; // check for modifier flags if (*t == '!') @@ -2861,7 +3191,9 @@ void R_Shadow_LoadWorldLights(void) shadow = false; t++; } + *s = 0; a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); + *s = tempchar; if (a < 18) flags = LIGHTFLAG_REALTIMEMODE; if (a < 17) @@ -2884,7 +3216,6 @@ void R_Shadow_LoadWorldLights(void) cubemapname[strlen(cubemapname)-1] = 0; strcpy(cubemapname, cubemapname + 1); } - *s = '\n'; if (a < 8) { Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1); @@ -2893,7 +3224,10 @@ void R_Shadow_LoadWorldLights(void) VectorScale(color, r_editlights_rtlightscolorscale.value, color); radius *= r_editlights_rtlightssizescale.value; R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); - s++; + if (*s == '\r') + s++; + if (*s == '\n') + s++; n++; } if (*s) @@ -2955,7 +3289,7 @@ void R_Shadow_SaveWorldLights(void) void R_Shadow_LoadLightsFile(void) { int n, a, style; - char name[MAX_QPATH], *lightsstring, *s, *t; + 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) { @@ -2972,13 +3306,14 @@ void R_Shadow_LoadLightsFile(void) while (*s) { t = s; - while (*s && *s != '\n') + while (*s && *s != '\n' && *s != '\r') s++; if (!*s) break; + tempchar = *s; *s = 0; a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style); - *s = '\n'; + *s = tempchar; if (a < 14) { Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1); @@ -2988,7 +3323,10 @@ void R_Shadow_LoadLightsFile(void) radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); - s++; + if (*s == '\r') + s++; + if (*s == '\n') + s++; n++; } if (*s) @@ -3642,7 +3980,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);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);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);y += 8; -} +} void R_Shadow_EditLights_ToggleShadow_f(void) {