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_glossintensity = {0, "r_shadow_glossintensity", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
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_RegisterVariable(&r_shadow_realtime_dlight);
Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&r_shadow_gloss);
+ Cvar_RegisterVariable(&r_shadow_glossintensity);
+ Cvar_RegisterVariable(&r_shadow_gloss2intensity);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
if (r_shadow_texture3d.integer && !gl_texture3d)
Cvar_SetValueQuick(&r_shadow_texture3d, 0);
- //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
+ //cl.worldmodel->brushq1.numlights = min(cl.worldmodel->brushq1.numlights, 1);
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
|| r_shadow_lightattenuationpower.value != r_shadow_attenpower
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];
+ float color[3], color2[3], colorscale;
rmeshstate_t m;
if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
return;
- 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))
{
+ colorscale = r_colorscale * r_shadow_glossintensity.value;
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ if (glosstexture == r_shadow_blankglosstexture)
+ colorscale *= r_shadow_gloss2intensity.value;
GL_VertexPointer(vertex3f);
GL_Color(1,1,1,1);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
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);
+ 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]--)
{
color[0] = bound(0, color2[0], 1);
qglColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+ 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]--)
{
color[0] = bound(0, color2[0], 1);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
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);
+ 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]--)
{
color[0] = bound(0, color2[0], 1);
if (cl.worldmodel)
{
castshadowcount++;
- i = cl.worldmodel->PointContents(cl.worldmodel, e->origin);
+ i = CL_PointContents(e->origin);
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);
+ byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs + 1);
+ bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.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++)
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.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++)
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
surf->castshadow = castshadowcount;
}
else
{
- leaf = cl.worldmodel->PointInLeaf(cl.worldmodel, origin);
- pvs = cl.worldmodel->LeafPVS(cl.worldmodel, leaf);
- for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, origin);
+ pvs = cl.worldmodel->brushq1.LeafPVS(cl.worldmodel, leaf);
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.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;
+ surf = cl.worldmodel->brushq1.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++)
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.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++)
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
if (surf->castshadow == castshadowcount)
e->numsurfaces++;
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++)
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.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++)
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
if (surf->castshadow == castshadowcount)
e->surfaces[e->numsurfaces++] = surf;
Con_Printf("No map loaded.\n");
return;
}
- data = cl.worldmodel->entities;
+ data = cl.worldmodel->brush.entities;
if (!data)
return;
for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)