cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
-cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
-cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "1"};
-cvar_t r_shadow_realtime_dlight_shadows = {0, "r_shadow_realtime_dlight_shadows", "0"};
-cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
-cvar_t r_shadow_realtime_world_dlightshadows = {0, "r_shadow_realtime_world_dlightshadows", "1"};
-cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
-cvar_t r_shadow_realtime_world_shadows = {0, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
+cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
float r_shadow_attenpower, r_shadow_attenscale;
-float varray_vertex3f2[65536*3];
-
rtlight_t *r_shadow_compilingrtlight;
dlight_t *r_shadow_worldlightchain;
dlight_t *r_shadow_selectedlight;
+dlight_t r_shadow_bufferlight;
vec3_t r_editlights_cursorlocation;
rtexture_t *lighttextures[5];
}
Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
R_Shadow_EditLights_Init();
- r_shadow_mempool = Mem_AllocPool("R_Shadow");
+ r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
r_shadow_worldlightchain = NULL;
maxshadowelements = 0;
shadowelements = NULL;
// optimize for them as noted above
}
-void R_Shadow_Stage_LightWithoutShadows(void)
+void R_Shadow_Stage_Light(int shadowtest)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- GL_ColorMask(1, 1, 1, 1);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_CULL_FACE);
- qglDisable(GL_STENCIL_TEST);
- if (gl_support_stenciltwoside)
- qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_EQUAL, 128, ~0);
- r_shadowstage = SHADOWSTAGE_LIGHT;
- c_rt_lights++;
-}
-
-void R_Shadow_Stage_LightWithShadows(void)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- qglPolygonOffset(0, 0);
- //qglDisable(GL_POLYGON_OFFSET_FILL);
- GL_Color(1, 1, 1, 1);
- GL_ColorMask(1, 1, 1, 1);
- qglDepthFunc(GL_EQUAL);
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglEnable(GL_STENCIL_TEST);
+ if (shadowtest)
+ qglEnable(GL_STENCIL_TEST);
+ else
+ qglDisable(GL_STENCIL_TEST);
if (gl_support_stenciltwoside)
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglStencilMask(~0);
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- GL_ColorMask(1, 1, 1, 1);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
qglDepthFunc(GL_LEQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
}
}
-#define USETEXMATRIX 1
+// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
+#define USETEXMATRIX
+
#ifndef USETEXMATRIX
-// FIXME: this should be done in a texture matrix or vertex program when possible
-// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
+// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
+// if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
{
do
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
m.texmatrix[2] = *matrix_modeltoattenuationxyz;
#else
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltolight;
#else
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
m.texmatrix[0] = *matrix_modeltoattenuationxyz;
#else
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltolight;
#else
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
m.texmatrix[2] = *matrix_modeltoattenuationxyz;
#else
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
#endif
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[3] = vertex3f;
m.texmatrix[3] = *matrix_modeltoattenuationz;
#else
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltolight;
#else
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
m.texmatrix[0] = *matrix_modeltoattenuationxyz;
#else
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltoattenuationz;
#else
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltolight;
#else
}
// this final code is shared
R_Mesh_State(&m);
- GL_ColorMask(1,1,1,0);
+ 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);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
m.texmatrix[0] = *matrix_modeltoattenuationxyz;
#else
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltolight;
#else
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = texcoord2f;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltoattenuationxyz;
#else
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[0] = vertex3f;
m.texmatrix[0] = *matrix_modeltoattenuationxyz;
#else
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltoattenuationz;
#else
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltolight;
#else
}
}
R_Mesh_State(&m);
- GL_ColorMask(1,1,1,0);
+ 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);
{
// voodoo2
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[1] = vertex3f;
m.texmatrix[1] = *matrix_modeltoattenuationxyz;
#else
{
// Geforce3/Radeon class but not using dot3
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
m.texmatrix[2] = *matrix_modeltoattenuationz;
#else
if (!visiblevolumes)
{
- if (shadow && gl_stencil)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
+ R_Shadow_Stage_Light(shadow && gl_stencil);
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight)
R_FreeTexturePool(&r_shadow_filters_texturepool);
}
-void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+dlight_t *R_Shadow_NewWorldLight(void)
{
dlight_t *light;
-
- if (radius < 15 || DotProduct(color, color) < 0.03)
- {
- Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
- return;
- }
-
light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+ light->next = r_shadow_worldlightchain;
+ r_shadow_worldlightchain = light;
+ return light;
+}
+
+void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+{
VectorCopy(origin, light->origin);
- VectorCopy(angles, light->angles);
- VectorCopy(color, light->color);
- light->radius = radius;
+ light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
+ light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
+ light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
+ light->color[0] = max(color[0], 0);
+ light->color[1] = max(color[1], 0);
+ light->color[2] = max(color[2], 0);
+ light->radius = max(radius, 0);
light->style = style;
if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
{
if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
strcpy(light->cubemapname, cubemapname);
Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
- light->next = r_shadow_worldlightchain;
- r_shadow_worldlightchain = light;
R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
}
}
VectorScale(color, r_editlights_rtlightscolorscale.value, color);
radius *= r_editlights_rtlightssizescale.value;
- R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname);
s++;
n++;
}
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, vec3_origin, color, radius, 0, style, true, NULL);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL);
s++;
n++;
}
}
}
+// tyrlite/hmap2 light types in the delay field
+typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
+
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
- int entnum, style, islight, skin, pflags, effects;
+ int entnum, style, islight, skin, pflags, effects, type, n;
char key[256], value[1024];
- float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
+ float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
const char *data;
if (cl.worldmodel == NULL)
return;
for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
{
- light = 0;
+ type = LIGHTTYPE_MINUSX;
origin[0] = origin[1] = origin[2] = 0;
originhack[0] = originhack[1] = originhack[2] = 0;
angles[0] = angles[1] = angles[2] = 0;
color[0] = color[1] = color[2] = 1;
+ light[0] = light[1] = light[2] = 1;light[3] = 300;
overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
fadescale = 1;
lightscale = 1;
// now that we have the key pair worked out...
if (!strcmp("light", key))
- light = atof(value);
+ {
+ n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
+ if (n == 1)
+ {
+ // quake
+ light[0] = vec[0] * (1.0f / 256.0f);
+ light[1] = vec[0] * (1.0f / 256.0f);
+ light[2] = vec[0] * (1.0f / 256.0f);
+ light[3] = vec[0];
+ }
+ else if (n == 4)
+ {
+ // halflife
+ light[0] = vec[0] * (1.0f / 255.0f);
+ light[1] = vec[1] * (1.0f / 255.0f);
+ light[2] = vec[2] * (1.0f / 255.0f);
+ light[3] = vec[3];
+ }
+ }
+ else if (!strcmp("delay", key))
+ type = atoi(value);
else if (!strcmp("origin", key))
sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
else if (!strcmp("angle", key))
else if (!strcmp("effects", key))
effects = (int)atof(value);
}
- if (light <= 0 && islight)
- light = 300;
+ if (!islight)
+ continue;
if (lightscale <= 0)
lightscale = 1;
if (fadescale <= 0)
fadescale = 1;
- if (gamemode == GAME_TENEBRAE)
+ if (color[0] == color[1] && color[0] == color[2])
{
- if (effects & EF_NODRAW)
- {
- pflags |= PFLAGS_FULLDYNAMIC;
- effects &= ~EF_NODRAW;
- }
+ color[0] *= overridecolor[0];
+ color[1] *= overridecolor[1];
+ color[2] *= overridecolor[2];
+ }
+ radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
+ color[0] = color[0] * light[0];
+ color[1] = color[1] * light[1];
+ color[2] = color[2] * light[2];
+ switch (type)
+ {
+ case LIGHTTYPE_MINUSX:
+ break;
+ case LIGHTTYPE_RECIPX:
+ radius *= 2;
+ VectorScale(color, (1.0f / 16.0f), color);
+ break;
+ case LIGHTTYPE_RECIPXX:
+ radius *= 2;
+ VectorScale(color, (1.0f / 16.0f), color);
+ break;
+ default:
+ case LIGHTTYPE_NONE:
+ break;
+ case LIGHTTYPE_SUN:
+ break;
+ case LIGHTTYPE_MINUSXX:
+ break;
}
- radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 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 && !(pflags & PFLAGS_FULLDYNAMIC))
- R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+ if (radius >= 1)
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
}
}
return;
}
color[0] = color[1] = color[2] = 1;
- R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
}
void R_Shadow_EditLights_Edit_f(void)
Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
return;
}
- R_Shadow_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
- R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
+ R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname);
+}
+
+void R_Shadow_EditLights_EditAll_f(void)
+{
+ dlight_t *light;
+
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ {
+ R_Shadow_SelectLight(light);
+ R_Shadow_EditLights_Edit_f();
+ }
}
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
{
float x, y;
char temp[256];
- if (r_shadow_selectedlight == NULL)
+ if (!r_editlights.integer)
return;
x = 0;
y = con_vislines;
+ sprintf(temp, "Cursor %f %f %f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ if (r_shadow_selectedlight == NULL)
+ return;
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, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
Con_Print("No selected light.\n");
return;
}
- R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
- R_Shadow_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
+ R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
}
void R_Shadow_EditLights_ToggleCorona_f(void)
Con_Print("No selected light.\n");
return;
}
- R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
- R_Shadow_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
+ R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
}
void R_Shadow_EditLights_Remove_f(void)
);
}
+void R_Shadow_EditLights_CopyInfo_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Print("No selected light.\n");
+ return;
+ }
+ VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
+ VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
+ r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
+ r_shadow_bufferlight.style = r_shadow_selectedlight->style;
+ if (r_shadow_selectedlight->cubemapname)
+ strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
+ else
+ r_shadow_bufferlight.cubemapname[0] = 0;
+ r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
+ r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
+}
+
+void R_Shadow_EditLights_PasteInfo_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Print("No selected light.\n");
+ return;
+ }
+ R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname);
+}
+
void R_Shadow_EditLights_Init(void)
{
Cvar_RegisterVariable(&r_editlights);
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_editall", R_Shadow_EditLights_EditAll_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_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
+ Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
+ Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
}