+ do
+ {
+ tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ vertex3f += 3;
+ tc2f += 2;
+ }
+ while (--numverts);
+}
+
+void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
+{
+ int i;
+ float lightdir[3];
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+ {
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, lightdir);
+ out3f[1] = DotProduct(tvector3f, lightdir);
+ out3f[2] = DotProduct(normal3f, lightdir);
+ }
+}
+
+void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+{
+ int i;
+ float lightdir[3], eyedir[3], halfdir[3];
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+ {
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
+ VectorNormalizeFast(lightdir);
+ VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
+ VectorNormalizeFast(eyedir);
+ VectorAdd(lightdir, eyedir, halfdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, halfdir);
+ out3f[1] = DotProduct(tvector3f, halfdir);
+ out3f[2] = DotProduct(normal3f, halfdir);
+ }
+}
+
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+ int renders;
+ float color[3], color2[3];
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ {
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ // colorscale accounts for how much we multiply the brightness during combine
+ // mult is how many times the final pass of the lighting will be
+ // performed to get more brightness than otherwise possible
+ // limit mult to 64 for sanity sake
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+ {
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = 0;
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.tex3d[2] = 0;
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ {
+ // 1/2/2 3D combine path (original Radeon)
+ //R_Mesh_EndBatch();
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex3d[0] = 0;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ qglEnable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ {
+ // 2/2 3D combine path (original Radeon)
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ GL_Color(1,1,1,1);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.texcubemap[1] = 0;
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ R_Mesh_GetSpace(numverts);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_textureunits.integer >= 4)
+ {
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ m.tex[2] = 0;
+ m.tex[3] = 0;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ qglDisable(GL_BLEND);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex[1] = 0;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ qglEnable(GL_BLEND);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.texcombinergb[0] = GL_MODULATE;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ }
+ else
+ {
+ if (r_textureunits.integer >= 2)
+ {
+ // voodoo2
+ //R_Mesh_EndBatch();
+#if 1
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+#else
+ m.tex[0] = R_GetTexture(basetexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+#endif
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_UseColorArray();
+ R_Mesh_GetSpace(numverts);
+ 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, color, matrix_modeltofilter);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else
+ {
+ // voodoo1
+ //R_Mesh_EndBatch();
+#if 1
+ m.tex[0] = R_GetTexture(basetexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ qglEnable(GL_BLEND);
+#else
+ m.tex[0] = R_GetTexture(basetexture);
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+#endif
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_UseColorArray();
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ }
+}
+
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+ int renders;
+ float color[3], color2[3];
+ rmeshstate_t m;
+ if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
+ return;
+ memset(&m, 0, sizeof(m));
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ if (!glosstexture)
+ glosstexture = r_shadow_blankglosstexture;
+ if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+ {
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/1/2 3D combine blendsquare path
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ // this squares the result
+ qglEnable(GL_BLEND);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = 0;
+ m.texcubemap[1] = 0;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex3d[0] = 0;
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2 3D combine blendsquare path
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ // this squares the result
+ qglEnable(GL_BLEND);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = 0;
+ m.texcubemap[1] = 0;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2/2 2D combine blendsquare path
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ R_Mesh_TextureState(&m);
+ qglColorMask(0,0,0,1);
+ // this squares the result
+ qglEnable(GL_BLEND);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_Color(1,1,1,1);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = 0;
+ m.texcubemap[1] = 0;
+ m.texcombinergb[1] = GL_MODULATE;
+ R_Mesh_TextureState(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ R_Mesh_TextureState(&m);
+ qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ //R_Mesh_EndBatch();
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ R_Mesh_TextureState(&m);
+ qglColorMask(1,1,1,0);
+ qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Mesh_GetSpace(numverts);
+ R_Mesh_CopyVertex3f(vertex3f, numverts);
+ R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw_NoBatching(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ }
+}
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
+{
+ R_Mesh_Matrix(matrix);
+ R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
+}
+
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
+worldlight_t *r_shadow_worldlightchain;
+worldlight_t *r_shadow_selectedlight;
+vec3_t r_editlights_cursorlocation;
+
+static int castshadowcount = 1;
+void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+{
+ int i, j, k, l, maxverts = 256, *mark, tris;
+ float *vertex3f = NULL;
+ worldlight_t *e;
+ shadowmesh_t *mesh, *castmesh;
+ mleaf_t *leaf;
+ msurface_t *surf;
+ qbyte *pvs;
+ surfmesh_t *surfmesh;
+
+ if (radius < 15 || DotProduct(color, color) < 0.03)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+ return;
+ }
+
+ e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
+ VectorCopy(origin, e->origin);
+ VectorCopy(color, e->light);
+ e->lightradius = radius;
+ e->style = style;
+ if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
+ e->style = 0;
+ }
+ e->castshadows = castshadow;
+
+ e->cullradius = e->lightradius;
+ for (k = 0;k < 3;k++)
+ {
+ e->mins[k] = e->origin[k] - e->lightradius;
+ e->maxs[k] = e->origin[k] + e->lightradius;
+ }
+
+ e->next = r_shadow_worldlightchain;
+ r_shadow_worldlightchain = e;
+ if (cubemapname && cubemapname[0])
+ {
+ e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
+ strcpy(e->cubemapname, cubemapname);
+ // FIXME: add cubemap loading (and don't load a cubemap twice)
+ }
+ if (cl.worldmodel)
+ {
+ castshadowcount++;
+ i = Mod_PointContents(e->origin, cl.worldmodel);
+ if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+ {
+ qbyte *byteleafpvs;
+ qbyte *bytesurfacepvs;
+
+ byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
+ bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
+
+ Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
+
+ for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+ leaf->worldnodeframe = castshadowcount;
+
+ for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
+ if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+ surf->castshadow = castshadowcount;
+
+ Mem_Free(byteleafpvs);
+ Mem_Free(bytesurfacepvs);
+ }
+ else
+ {
+ leaf = Mod_PointInLeaf(origin, cl.worldmodel);
+ pvs = Mod_LeafPVS(leaf, cl.worldmodel);
+ for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ {
+ if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+ {
+ leaf->worldnodeframe = castshadowcount;
+ for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
+ {
+ surf = cl.worldmodel->surfaces + *mark;
+ if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+ surf->castshadow = castshadowcount;
+ }
+ }
+ }
+ }
+
+ e->numleafs = 0;
+ for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ if (leaf->worldnodeframe == castshadowcount)
+ e->numleafs++;
+ e->numsurfaces = 0;
+ for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
+ if (surf->castshadow == castshadowcount)
+ e->numsurfaces++;
+
+ if (e->numleafs)
+ e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
+ if (e->numsurfaces)
+ e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
+ e->numleafs = 0;
+ for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ if (leaf->worldnodeframe == castshadowcount)
+ e->leafs[e->numleafs++] = leaf;
+ e->numsurfaces = 0;
+ for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
+ if (surf->castshadow == castshadowcount)
+ e->surfaces[e->numsurfaces++] = surf;
+
+ // find bounding box of lit leafs
+ VectorCopy(e->origin, e->mins);
+ VectorCopy(e->origin, e->maxs);
+ for (j = 0;j < e->numleafs;j++)
+ {
+ leaf = e->leafs[j];
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+ if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ }
+ }
+
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
+ if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+ }
+ e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+
+ if (e->castshadows)
+ {
+ castshadowcount++;
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+ if (surf->flags & SURF_SHADOWCAST)
+ {
+ surf->castshadow = castshadowcount;
+ if (maxverts < surf->poly_numverts)
+ maxverts = surf->poly_numverts;
+ }
+ }
+ e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
+ // make a mesh to cast a shadow volume from
+ castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
+ for (j = 0;j < e->numsurfaces;j++)
+ if (e->surfaces[j]->castshadow == castshadowcount)
+ for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
+ castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
+
+ // cast shadow volume from castmesh
+ for (mesh = castmesh;mesh;mesh = mesh->next)
+ {
+ R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
+ R_Shadow_ResizeShadowElements(castmesh->numtriangles);
+
+ if (maxverts < castmesh->numverts * 2)
+ {
+ maxverts = castmesh->numverts * 2;
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ vertex3f = NULL;
+ }
+ if (vertex3f == NULL && maxverts > 0)
+ vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
+
+ // now that we have the buffers big enough, construct shadow volume mesh
+ memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
+ tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
+ 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);
+ }
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ vertex3f = NULL;
+ // we're done with castmesh now
+ Mod_ShadowMesh_Free(castmesh);
+ e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
+ for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
+ l += mesh->numtriangles;
+ Con_Printf("static shadow volume built containing %i triangles\n", l);
+ }
+ }
+ Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
+}
+
+void R_Shadow_FreeWorldLight(worldlight_t *light)
+{
+ worldlight_t **lightpointer;
+ for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
+ if (*lightpointer != light)
+ Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
+ *lightpointer = light->next;
+ if (light->cubemapname)
+ Mem_Free(light->cubemapname);
+ if (light->shadowvolume)
+ Mod_ShadowMesh_Free(light->shadowvolume);
+ if (light->surfaces)
+ Mem_Free(light->surfaces);
+ if (light->leafs)
+ Mem_Free(light->leafs);
+ Mem_Free(light);
+}
+
+void R_Shadow_ClearWorldLights(void)
+{
+ while (r_shadow_worldlightchain)
+ R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_SelectLight(worldlight_t *light)
+{
+ if (r_shadow_selectedlight)
+ r_shadow_selectedlight->selected = false;
+ r_shadow_selectedlight = light;
+ if (r_shadow_selectedlight)
+ r_shadow_selectedlight->selected = true;
+}
+
+
+void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
+{
+ rmeshstate_t m;
+ float diff[3];
+
+ if (fogenabled)
+ {
+ VectorSubtract(origin, r_origin, diff);
+ ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = texnum;
+ R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_State(&m);
+
+ GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+ R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
+}
+
+void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
+{
+ cachepic_t *pic;
+ pic = Draw_CachePic("gfx/crosshair1.tga");
+ if (pic)
+ R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+}
+
+void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
+{
+ float intensity;
+ const worldlight_t *light;
+ light = calldata1;
+ intensity = 0.5;
+ if (light->selected)
+ intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
+ if (light->shadowvolume)
+ R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
+ else
+ R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+}
+
+void R_Shadow_DrawLightSprites(void)
+{
+ int i, texnums[5];
+ cachepic_t *pic;
+ worldlight_t *light;
+
+ for (i = 0;i < 5;i++)
+ {
+ pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
+ if (pic)
+ texnums[i] = R_GetTexture(pic->tex);
+ else
+ texnums[i] = 0;
+ }
+
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+ R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
+}
+
+void R_Shadow_SelectLightInView(void)
+{
+ float bestrating, rating, temp[3];
+ worldlight_t *best, *light;
+ best = NULL;
+ bestrating = 0;
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ {
+ VectorSubtract(light->origin, r_refdef.vieworg, temp);
+ rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
+ if (rating >= 0.95)
+ {
+ rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
+ if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+ {
+ bestrating = rating;
+ best = light;
+ }
+ }
+ }
+ R_Shadow_SelectLight(best);
+}
+
+void R_Shadow_LoadWorldLights(void)
+{
+ int n, a, style, shadow;
+ char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+ float origin[3], radius, color[3];
+ if (cl.worldmodel == NULL)
+ {
+ Con_Printf("No map loaded.\n");
+ return;
+ }
+ FS_StripExtension(cl.worldmodel->name, name);
+ strcat(name, ".rtlights");
+ lightsstring = FS_LoadFile(name, false);
+ if (lightsstring)
+ {
+ s = lightsstring;
+ n = 0;
+ while (*s)
+ {
+ t = s;
+ while (*s && *s != '\n')
+ s++;
+ if (!*s)
+ break;
+ *s = 0;
+ shadow = true;
+ // check for modifier flags
+ if (*t == '!')
+ {
+ shadow = false;
+ t++;
+ }
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
+ if (a < 9)
+ cubemapname[0] = 0;
+ *s = '\n';
+ if (a < 8)
+ {
+ Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+ break;
+ }
+ VectorScale(color, r_editlights_rtlightscolorscale.value, color);
+ radius *= r_editlights_rtlightssizescale.value;
+ R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+ s++;
+ n++;
+ }
+ if (*s)
+ Con_Printf("invalid rtlights file \"%s\"\n", name);
+ Mem_Free(lightsstring);
+ }
+}
+
+void R_Shadow_SaveWorldLights(void)
+{
+ worldlight_t *light;
+ int bufchars, bufmaxchars;
+ char *buf, *oldbuf;
+ char name[MAX_QPATH];
+ char line[1024];
+ if (!r_shadow_worldlightchain)
+ return;
+ if (cl.worldmodel == NULL)
+ {
+ Con_Printf("No map loaded.\n");
+ return;
+ }
+ FS_StripExtension(cl.worldmodel->name, name);
+ strcat(name, ".rtlights");
+ bufchars = bufmaxchars = 0;
+ buf = NULL;
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ {
+ sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+ if (bufchars + (int) strlen(line) > bufmaxchars)
+ {
+ bufmaxchars = bufchars + strlen(line) + 2048;
+ oldbuf = buf;
+ buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
+ if (oldbuf)
+ {
+ if (bufchars)
+ memcpy(buf, oldbuf, bufchars);
+ Mem_Free(oldbuf);
+ }
+ }
+ if (strlen(line))
+ {
+ memcpy(buf + bufchars, line, strlen(line));
+ bufchars += strlen(line);
+ }
+ }
+ if (bufchars)
+ FS_WriteFile(name, buf, bufchars);
+ if (buf)
+ Mem_Free(buf);
+}
+
+void R_Shadow_LoadLightsFile(void)
+{
+ int n, a, style;
+ char name[MAX_QPATH], *lightsstring, *s, *t;
+ float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
+ if (cl.worldmodel == NULL)
+ {
+ Con_Printf("No map loaded.\n");
+ return;
+ }
+ FS_StripExtension(cl.worldmodel->name, name);
+ strcat(name, ".lights");
+ lightsstring = FS_LoadFile(name, false);
+ if (lightsstring)
+ {
+ s = lightsstring;
+ n = 0;
+ while (*s)
+ {
+ t = s;
+ while (*s && *s != '\n')
+ s++;
+ if (!*s)
+ break;
+ *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';
+ 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);
+ break;
+ }
+ radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
+ radius = bound(15, radius, 4096);
+ VectorScale(color, (2.0f / (8388608.0f)), color);
+ R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ s++;
+ n++;
+ }
+ if (*s)
+ Con_Printf("invalid lights file \"%s\"\n", name);
+ Mem_Free(lightsstring);
+ }
+}
+
+void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
+{
+ int entnum, style, islight;
+ char key[256], value[1024];
+ float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
+ const char *data;
+
+ if (cl.worldmodel == NULL)
+ {
+ Con_Printf("No map loaded.\n");
+ return;
+ }
+ data = cl.worldmodel->entities;
+ if (!data)
+ return;
+ for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
+ {
+ light = 0;
+ origin[0] = origin[1] = origin[2] = 0;
+ originhack[0] = originhack[1] = originhack[2] = 0;
+ color[0] = color[1] = color[2] = 1;
+ overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
+ scale = 1;
+ style = 0;
+ islight = false;
+ while (1)
+ {
+ if (!COM_ParseToken(&data))
+ break; // error
+ if (com_token[0] == '}')
+ break; // end of entity
+ if (com_token[0] == '_')
+ strcpy(key, com_token + 1);
+ else
+ strcpy(key, com_token);
+ while (key[strlen(key)-1] == ' ') // remove trailing spaces
+ key[strlen(key)-1] = 0;
+ if (!COM_ParseToken(&data))
+ break; // error
+ strcpy(value, com_token);
+
+ // now that we have the key pair worked out...
+ if (!strcmp("light", key))
+ light = atof(value);
+ else if (!strcmp("origin", key))
+ sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
+ else if (!strcmp("color", key))
+ sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
+ else if (!strcmp("wait", key))
+ scale = atof(value);
+ else if (!strcmp("classname", key))
+ {
+ if (!strncmp(value, "light", 5))
+ {
+ islight = true;
+ if (!strcmp(value, "light_fluoro"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 0;
+ overridecolor[0] = 1;
+ overridecolor[1] = 1;
+ overridecolor[2] = 1;
+ }
+ if (!strcmp(value, "light_fluorospark"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 0;
+ overridecolor[0] = 1;
+ overridecolor[1] = 1;
+ overridecolor[2] = 1;
+ }
+ if (!strcmp(value, "light_globe"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 0;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.8;
+ overridecolor[2] = 0.4;
+ }
+ if (!strcmp(value, "light_flame_large_yellow"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 48;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
+ }
+ if (!strcmp(value, "light_flame_small_yellow"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 40;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
+ }
+ if (!strcmp(value, "light_torch_small_white"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 40;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
+ }
+ if (!strcmp(value, "light_torch_small_walltorch"))
+ {
+ originhack[0] = 0;
+ originhack[1] = 0;
+ originhack[2] = 40;
+ overridecolor[0] = 1;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
+ }
+ }
+ }
+ else if (!strcmp("style", key))
+ style = atoi(value);
+ }
+ if (light <= 0 && islight)
+ light = 300;
+ radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
+ light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
+ if (color[0] == 1 && color[1] == 1 && color[2] == 1)
+ VectorCopy(overridecolor, color);
+ VectorScale(color, light, color);
+ VectorAdd(origin, originhack, origin);
+ if (radius >= 15)
+ R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ }
+}
+
+
+void R_Shadow_SetCursorLocationForView(void)
+{
+ vec_t dist, push, frac;
+ vec3_t dest, endpos, normal;
+ VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
+ frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
+ if (frac < 1)
+ {
+ dist = frac * r_editlights_cursordistance.value;
+ push = r_editlights_cursorpushback.value;
+ if (push > dist)
+ push = dist;
+ push = -push;
+ VectorMA(endpos, push, vpn, endpos);
+ VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
+ }
+ r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+ r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+ r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+}
+
+void R_Shadow_UpdateWorldLightSelection(void)
+{
+ R_Shadow_SetCursorLocationForView();
+ if (r_editlights.integer)
+ {
+ R_Shadow_SelectLightInView();
+ R_Shadow_DrawLightSprites();
+ }
+ else
+ R_Shadow_SelectLight(NULL);
+}
+
+void R_Shadow_EditLights_Clear_f(void)
+{
+ R_Shadow_ClearWorldLights();
+}
+
+void R_Shadow_EditLights_Reload_f(void)
+{
+ r_shadow_reloadlights = true;
+}
+
+void R_Shadow_EditLights_Save_f(void)
+{
+ if (cl.worldmodel)
+ R_Shadow_SaveWorldLights();
+}
+
+void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
+{
+ R_Shadow_ClearWorldLights();
+ R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+}
+
+void R_Shadow_EditLights_ImportLightsFile_f(void)
+{
+ R_Shadow_ClearWorldLights();
+ R_Shadow_LoadLightsFile();
+}
+
+void R_Shadow_EditLights_Spawn_f(void)
+{
+ vec3_t color;
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (Cmd_Argc() != 1)
+ {
+ Con_Printf("r_editlights_spawn does not take parameters\n");
+ return;
+ }
+ color[0] = color[1] = color[2] = 1;
+ R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+}
+
+void R_Shadow_EditLights_Edit_f(void)
+{
+ vec3_t origin, color;
+ vec_t radius;
+ int style, shadows;
+ char cubemapname[1024];
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ VectorCopy(r_shadow_selectedlight->origin, origin);
+ radius = r_shadow_selectedlight->lightradius;
+ VectorCopy(r_shadow_selectedlight->light, color);
+ style = r_shadow_selectedlight->style;
+ if (r_shadow_selectedlight->cubemapname)
+ strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
+ else
+ cubemapname[0] = 0;
+ shadows = r_shadow_selectedlight->castshadows;
+ if (!strcmp(Cmd_Argv(1), "origin"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+ return;
+ }
+ origin[0] = atof(Cmd_Argv(2));
+ origin[1] = atof(Cmd_Argv(3));
+ origin[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originx"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[0] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originy"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[1] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originz"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[2] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "move"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+ return;
+ }
+ origin[0] += atof(Cmd_Argv(2));
+ origin[1] += atof(Cmd_Argv(3));
+ origin[2] += atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movex"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[0] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movey"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[1] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movez"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ origin[2] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "color"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+ return;
+ }
+ color[0] = atof(Cmd_Argv(2));
+ color[1] = atof(Cmd_Argv(3));
+ color[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "radius"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ radius = atof(Cmd_Argv(2));
+ }
+ else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ style = atoi(Cmd_Argv(2));
+ }
+ else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+ {
+ if (Cmd_Argc() > 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ if (Cmd_Argc() == 3)
+ strcpy(cubemapname, Cmd_Argv(2));
+ else
+ cubemapname[0] = 0;
+ }
+ else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ return;
+ }
+ shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ }
+ else
+ {
+ Con_Printf("usage: r_editlights_edit [property] [value]\n");
+ Con_Printf("Selected light's properties:\n");
+ Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+ Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
+ Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
+ Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+ Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
+ Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
+ return;
+ }
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+ R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+}
+
+extern int con_vislines;
+void R_Shadow_EditLights_DrawSelectedLightProperties(void)
+{
+ float x, y;
+ char temp[256];
+ if (r_shadow_selectedlight == NULL)
+ return;
+ x = 0;
+ y = con_vislines;
+ sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Origin %f %f %f", 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);y += 8;
+ sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+}
+
+void R_Shadow_EditLights_ToggleShadow_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Remove_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Init(void)
+{
+ Cvar_RegisterVariable(&r_editlights);
+ Cvar_RegisterVariable(&r_editlights_cursordistance);
+ Cvar_RegisterVariable(&r_editlights_cursorpushback);
+ Cvar_RegisterVariable(&r_editlights_cursorpushoff);
+ Cvar_RegisterVariable(&r_editlights_cursorgrid);
+ Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
+ Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
+ Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
+ Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
+ Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
+ Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
+ Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
+ Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
+ Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
+ Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+ Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
+ Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);