int r_shadowstage = SHADOWSTAGE_NONE;
int r_shadow_reloadlights = false;
-int r_shadow_lightingmode = 0;
-
mempool_t *r_shadow_mempool;
int maxshadowelements;
int maxshadowvertices;
float *shadowvertex3f;
+int maxvertexupdate;
+int *vertexupdate;
+int vertexupdatenum;
rtexturepool_t *r_shadow_texturepool;
rtexture_t *r_shadow_normalcubetexture;
cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
-cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
+cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
shadowelements = NULL;
maxshadowvertices = 0;
shadowvertex3f = NULL;
+ maxvertexupdate = 0;
+ vertexupdate = NULL;
+ vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
trianglefacinglightlist = NULL;
shadowelements = NULL;
maxshadowvertices = 0;
shadowvertex3f = NULL;
+ maxvertexupdate = 0;
+ vertexupdate = NULL;
+ vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
trianglefacinglightlist = NULL;
Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
- Cvar_RegisterVariable(&r_shadow_realtime);
+ Cvar_RegisterVariable(&r_shadow_realtime_world);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+ Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
- Cvar_RegisterVariable(&r_shadow_shadownudge);
+ Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_texture3d);
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-void R_Shadow_ProjectVertex3f(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
-{
- int i;
- float *in, *out, diff[3];
- in = verts;
- out = verts + numverts * 3;
- for (i = 0;i < numverts;i++, in += 3, out += 3)
- {
- VectorSubtract(in, relativelightorigin, diff);
- VectorNormalizeFast(diff);
- VectorMA(in, projectdistance, diff, out);
- VectorMA(in, r_shadow_shadownudge.value, diff, in);
- }
-}
-
int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
{
int i, tris = 0;
return tris;
}
-int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out)
+int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance)
{
- int i, tris;
+ int i, j, tris, vertexpointeradjust = numverts * 3;
const int *e, *n;
+ float *vin, *vout;
+
+ if (maxvertexupdate < numverts)
+ {
+ maxvertexupdate = numverts;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
+ vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ }
+ vertexupdatenum++;
+
// check each frontface for bordering backfaces,
// and cast shadow polygons from those edges,
// also create front and back caps for shadow volume
for (i = 0;i < numfacing;i++)
{
e = elements + facinglist[i] * 3;
+ // generate vertices if needed
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vin = vertices + e[j] * 3;
+ vout = vin + vertexpointeradjust;
+ vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]);
+ vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]);
+ vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]);
+ }
+ }
out[0] = e[2] + numverts;
out[1] = e[1] + numverts;
out[2] = e[0] + numverts;
if (!tris)
return;
- // output triangle elements
- tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
- if (!tris)
- return;
-
// by clever use of elements we can construct the whole shadow from
// the unprojected vertices and the projected vertices
- R_Shadow_ProjectVertex3f(varray_vertex3f, numverts, relativelightorigin, projectdistance);
+
+ // output triangle elements and vertices
+ tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance);
+ if (!tris)
+ return;
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
|| r_shadow_lightattenuationpower.value != r_shadow_attenpower
|| r_shadow_lightattenuationscale.value != r_shadow_attenscale)
R_Shadow_MakeTextures();
+
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ R_Mesh_State(&m);
+ GL_Color(0, 0, 0, 1);
+ r_shadowstage = SHADOWSTAGE_NONE;
+
+ c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+ c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+ c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
+}
+
+void R_Shadow_LoadWorldLightsIfNeeded(void)
+{
if (r_shadow_reloadlights && cl.worldmodel)
{
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
}
}
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- R_Mesh_State(&m);
- GL_Color(0, 0, 0, 1);
- r_shadowstage = SHADOWSTAGE_NONE;
-
- c_rt_lights = c_rt_clears = c_rt_scissored = 0;
- c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
- c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
}
void R_Shadow_Stage_ShadowVolumes(void)
return false;
}
-void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius)
+void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
float *color4f = varray_color4f;
- float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+ float dist, dot, intensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex3f, relativelightorigin, v);
- if ((dot = DotProduct(normal3f, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
{
- dist = sqrt(dist);
- intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ dist = sqrt(dist);
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
}
else
{
}
}
-void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
float *color4f = varray_color4f;
- float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+ float dist, dot, intensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex3f, relativelightorigin, v);
- if ((dot = DotProduct(normal3f, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
{
- intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
}
else
{
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color2, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
+ R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius, matrix_modeltofilter);
R_Mesh_Draw(numverts, numtriangles, elements);
}
}
R_Mesh_GetSpace(numverts);
R_Mesh_CopyVertex3f(vertex3f, numverts);
R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius);
+ R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius, matrix_modeltofilter);
R_Mesh_Draw(numverts, numtriangles, elements);
}
}
// now that we have the buffers big enough, construct shadow volume mesh
memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
- R_Shadow_ProjectVertex3f(vertex3f, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius);
tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
- tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
+ tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value);
// add the constructed shadow volume mesh
Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
}
r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
}
-void R_Shadow_UpdateLightingMode(void)
-{
- r_shadow_lightingmode = 0;
- if (r_shadow_realtime.integer)
- {
- if (r_shadow_worldlightchain)
- r_shadow_lightingmode = 2;
- else
- r_shadow_lightingmode = 1;
- }
-}
-
void R_Shadow_UpdateWorldLightSelection(void)
{
R_Shadow_SetCursorLocationForView();