]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
moved light matrix generation out of the render code and into the light creation...
[xonotic/darkplaces.git] / gl_rmain.c
index c0d23b14322d382bedc7aa9494e0b27d67487ce6..375f4d566674e0fc20abad256543ea2819d9a6b0 100644 (file)
@@ -538,9 +538,8 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        worldlight_t *wl;
        rdlight_t *rd;
        rmeshstate_t m;
-       matrix4x4_t matrix;
-       matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
-       matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+       rtexture_t *cubemaptexture;
+       matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
 
        if (visiblevolumes)
        {
@@ -571,19 +570,19 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                continue;
 
                        cullradius = wl->cullradius;
-                       lightradius = wl->lightradius;
+                       lightradius = wl->radius;
                        VectorCopy(wl->mins, clipmins);
                        VectorCopy(wl->maxs, clipmaxs);
 
                        f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
-                       VectorScale(wl->light, f, lightcolor);
+                       VectorScale(wl->color, f, lightcolor);
                        if (wl->selected)
                        {
                                f = 2 + sin(realtime * M_PI * 4.0);
                                VectorScale(lightcolor, f, lightcolor);
                        }
 
-                       if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes))
+                       if (r_shadow_worldshadows.integer && wl->drawshadows && (gl_stencil || visiblevolumes))
                        {
                                if (!visiblevolumes)
                                        R_Shadow_Stage_ShadowVolumes();
@@ -599,37 +598,23 @@ void R_ShadowVolumeLighting(int visiblevolumes)
 
                        if (!visiblevolumes)
                        {
-                               if (r_shadow_worldshadows.integer && wl->castshadows && gl_stencil)
+                               if (r_shadow_worldshadows.integer && wl->drawshadows && gl_stencil)
                                        R_Shadow_Stage_LightWithShadows();
                                else
                                        R_Shadow_Stage_LightWithoutShadows();
 
-                               // calculate world to filter matrix
-                               //Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0] + cl.time * 12, wl->angles[1] + cl.time * 45, wl->angles[2], lightradius);
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
-                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                               // calculate world to attenuationxyz/xy matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                               // calculate world to attenuationz matrix
-                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
                                ent = &cl_entities[0].render;
                                if (ent->model && ent->model->DrawLight)
                                {
                                        Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
                                        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix);
                                        if (r_shadow_staticworldlights.integer)
-                                               R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
                                        else
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
+                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
                                }
                                if (r_drawentities.integer)
                                {
@@ -642,10 +627,10 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                                {
                                                        Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
                                                        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
+                                                       Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix);
+                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
                                                }
                                        }
                                }
@@ -656,7 +641,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        {
                for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
                {
-                       lightradius = rd->cullradius;
+                       lightradius = rd->radius;
                        clipmins[0] = rd->origin[0] - lightradius;
                        clipmins[1] = rd->origin[1] - lightradius;
                        clipmins[2] = rd->origin[2] - lightradius;
@@ -667,9 +652,14 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                continue;
 
                        cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
-                       VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+                       VectorCopy(rd->color, lightcolor);
+
+                       if (rd->cubemapnum > 0)
+                               cubemaptexture = R_Shadow_Cubemap(va("cubemaps/%i", rd->cubemapnum));
+                       else
+                               cubemaptexture = NULL;
 
-                       if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes))
+                       if (r_shadow_dlightshadows.integer && rd->shadow && (gl_stencil || visiblevolumes))
                        {
                                if (!visiblevolumes)
                                        R_Shadow_Stage_ShadowVolumes();
@@ -688,33 +678,20 @@ void R_ShadowVolumeLighting(int visiblevolumes)
 
                        if (!visiblevolumes)
                        {
-                               if (r_shadow_dlightshadows.integer && gl_stencil)
+                               if (r_shadow_dlightshadows.integer && gl_stencil && rd->shadow)
                                        R_Shadow_Stage_LightWithShadows();
                                else
                                        R_Shadow_Stage_LightWithoutShadows();
 
-                               // calculate world to filter matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
-                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                               // calculate world to attenuationxyz/xy matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                               // calculate world to attenuationz matrix
-                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
                                ent = &cl_entities[0].render;
                                if (ent->model && ent->model->DrawLight)
                                {
                                        Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
                                        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, NULL);
+                                       Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
                                }
                                if (r_drawentities.integer)
                                {
@@ -727,10 +704,10 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                                {
                                                        Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
                                                        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, NULL);
+                                                       Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix);
+                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
                                                }
                                        }
                                }