if (r_shadow_texture3d.integer && !gl_texture3d)
Cvar_SetValueQuick(&r_shadow_texture3d, 0);
- //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
r_shadowstage = SHADOWSTAGE_NONE;
}
-#if 0
-int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
-{
- int i, ix1, iy1, ix2, iy2;
- float x1, y1, x2, y2, x, y;
- vec3_t smins, smaxs;
- vec4_t v, v2;
- if (!r_shadow_scissor.integer)
- return false;
- // if view is inside the box, just say yes it's visible
- if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
- && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
- && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
- {
- qglDisable(GL_SCISSOR_TEST);
- return false;
- }
- VectorSubtract(r_origin, origin, v);
- if (DotProduct(v, v) < radius * radius)
- {
- qglDisable(GL_SCISSOR_TEST);
- return false;
- }
- // create viewspace bbox
- for (i = 0;i < 8;i++)
- {
- v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
- v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
- v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
- v2[0] = DotProduct(v, vright);
- v2[1] = DotProduct(v, vup);
- v2[2] = DotProduct(v, vpn);
- if (i)
- {
- if (smins[0] > v2[0]) smins[0] = v2[0];
- if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
- if (smins[1] > v2[1]) smins[1] = v2[1];
- if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
- if (smins[2] > v2[2]) smins[2] = v2[2];
- if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
- }
- else
- {
- smins[0] = smaxs[0] = v2[0];
- smins[1] = smaxs[1] = v2[1];
- smins[2] = smaxs[2] = v2[2];
- }
- }
- // now we have a bbox in viewspace
- // clip it to the viewspace version of the sphere
- v[0] = origin[0] - r_origin[0];
- v[1] = origin[1] - r_origin[1];
- v[2] = origin[2] - r_origin[2];
- v2[0] = DotProduct(v, vright);
- v2[1] = DotProduct(v, vup);
- v2[2] = DotProduct(v, vpn);
- if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
- if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
- if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
- if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
- if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
- if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
- // clip it to the view plane
- if (smins[2] < 1)
- smins[2] = 1;
- // return true if that culled the box
- if (smins[2] >= smaxs[2])
- return true;
- // ok some of it is infront of the view, transform each corner back to
- // worldspace and then to screenspace and make screen rect
- // initialize these variables just to avoid compiler warnings
- x1 = y1 = x2 = y2 = 0;
- for (i = 0;i < 8;i++)
- {
- v2[0] = (i & 1) ? smins[0] : smaxs[0];
- v2[1] = (i & 2) ? smins[1] : smaxs[1];
- v2[2] = (i & 4) ? smins[2] : smaxs[2];
- v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
- v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
- v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- x = v2[0];
- y = v2[1];
- if (i)
- {
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
- }
- else
- {
- x1 = x2 = x;
- y1 = y2 = y;
- }
- }
- /*
- // this code doesn't handle boxes with any points behind view properly
- x1 = 1000;x2 = -1000;
- y1 = 1000;y2 = -1000;
- for (i = 0;i < 8;i++)
- {
- v[0] = (i & 1) ? mins[0] : maxs[0];
- v[1] = (i & 2) ? mins[1] : maxs[1];
- v[2] = (i & 4) ? mins[2] : maxs[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- if (v2[2] > 0)
- {
- x = v2[0];
- y = v2[1];
-
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
- }
- }
- */
- ix1 = x1 - 1.0f;
- iy1 = y1 - 1.0f;
- ix2 = x2 + 1.0f;
- iy2 = y2 + 1.0f;
- //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
- if (ix1 < r_refdef.x) ix1 = r_refdef.x;
- if (iy1 < r_refdef.y) iy1 = r_refdef.y;
- if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
- if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
- if (ix2 <= ix1 || iy2 <= iy1)
- return true;
- // set up the scissor rectangle
- qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
- qglEnable(GL_SCISSOR_TEST);
- c_rt_scissored++;
- return false;
-}
-#endif
-
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
int i, ix1, iy1, ix2, iy2;
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;
+ int i, j, k, l, maxverts = 256, *mark, tris, numsurfaces;
+ float *vertex3f = NULL, mins[3], maxs[3];
worldlight_t *e;
shadowmesh_t *mesh, *castmesh;
mleaf_t *leaf;
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;
+ mins[k] = e->origin[k] - e->lightradius;
+ maxs[k] = e->origin[k] + e->lightradius;
}
e->next = r_shadow_worldlightchain;
if (cl.worldmodel)
{
castshadowcount++;
- i = CL_PointContents(e->origin);
+ VectorCopy(e->origin, e->mins);
+ VectorCopy(e->origin, e->maxs);
+ i = CL_PointQ1Contents(e->origin);
if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
{
qbyte *byteleafpvs;
Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
- if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
- leaf->worldnodeframe = castshadowcount;
+ {
+ if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ {
+ 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 (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))
+ if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
surf->castshadow = castshadowcount;
Mem_Free(byteleafpvs);
else
{
lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
- for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs - 1;i++, leaf++)
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
{
- if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+ if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
{
- leaf->worldnodeframe = castshadowcount;
+ 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 (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
{
surf = cl.worldmodel->brushq1.surfaces + *mark;
- if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+ if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
surf->castshadow = castshadowcount;
}
}
}
}
- e->numleafs = 0;
- 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->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.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->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->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.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;
}
e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+ numsurfaces = 0;
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+ if (surf->castshadow == castshadowcount)
+ numsurfaces++;
+ if (numsurfaces)
+ e->surfaces = Mem_Alloc(r_shadow_mempool, numsurfaces * sizeof(msurface_t *));
+ e->numsurfaces = 0;
+ 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;
+
if (e->castshadows)
{
castshadowcount++;
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);
+ Con_Printf("%f %f %f, %f %f %f, %f, %f, %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->numsurfaces);
}
void R_Shadow_FreeWorldLight(worldlight_t *light)
Mod_ShadowMesh_Free(light->shadowvolume);
if (light->surfaces)
Mem_Free(light->surfaces);
- if (light->leafs)
- Mem_Free(light->leafs);
Mem_Free(light);
}
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)
+ if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
{
bestrating = rating;
best = light;
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);
+ frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
if (frac < 1)
{
dist = frac * r_editlights_cursordistance.value;