rtexture_t *r_shadow_normalcubetexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_blankbumptexture;
-rtexture_t *r_shadow_blankglosstexture;
-rtexture_t *r_shadow_blankwhitetexture;
+rtexture_t *r_shadow_blankwhitecubetexture;
// lights are reloaded when this changes
char r_shadow_mapname[MAX_QPATH];
cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
+cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
+cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
+cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"};
+cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
cvar_t r_editlights = {0, "r_editlights", "0"};
cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
-int c_rt_lights, c_rt_clears, c_rt_scissored;
-int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
-int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
-
float r_shadow_attenpower, r_shadow_attenscale;
rtlight_t *r_shadow_compilingrtlight;
static int numcubemaps;
static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+#define SHADERPERMUTATION_SPECULAR (1<<0)
+#define SHADERPERMUTATION_FOG (1<<1)
+#define SHADERPERMUTATION_CUBEFILTER (1<<2)
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
+#define SHADERPERMUTATION_COUNT (1<<4)
+
+GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
+
void R_Shadow_UncompileWorldLights(void);
void R_Shadow_ClearWorldLights(void);
void R_Shadow_SaveWorldLights(void);
static void R_Shadow_MakeTextures(void);
void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+const char *builtinshader_light_vert =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // copy the surface texcoord\n"
+" TexCoord = gl_MultiTexCoord0.st;\n"
+"\n"
+" // transform vertex position into light attenuation/cubemap space\n"
+" // (-1 to +1 across the light box)\n"
+" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+" // transform unnormalized light direction into tangent space\n"
+" // (we use unnormalized to ensure that it interpolates correctly and then\n"
+" // normalize it per pixel)\n"
+" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+" // transform unnormalized eye direction into tangent space\n"
+" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+" // transform vertex to camera space, using ftransform to match non-VS\n"
+" // rendering\n"
+" gl_Position = ftransform();\n"
+"}\n"
+;
+
+const char *builtinshader_light_frag =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightColor;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularPower;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform float FogRangeRecip;\n"
+"#endif\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularScale;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Color;\n"
+"#ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // attenuation\n"
+" //\n"
+" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+" // center and sharp falloff at the edge, this is about the most efficient\n"
+" // we can get away with as far as providing illumination.\n"
+" //\n"
+" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+" // provide significant illumination, large = slow = pain.\n"
+" float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"#endif\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
+" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+" vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+" // get the texels - with a blendmap we'd need to blend multiple here\n"
+" vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
+" vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USESPECULAR\n"
+" vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
+"#endif\n"
+"\n"
+" // calculate shading\n"
+" vec3 diffusenormal = normalize(LightVector);\n"
+" vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+" color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+" // apply light cubemap filter\n"
+" color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+" // calculate fragment color\n"
+" gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
+"}\n"
+;
+
void r_shadow_start(void)
{
+ int i;
// allocate vertex processing arrays
numcubemaps = 0;
r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankbumptexture = NULL;
- r_shadow_blankglosstexture = NULL;
- r_shadow_blankwhitetexture = NULL;
+ r_shadow_blankwhitecubetexture = NULL;
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
R_Shadow_ValidateCvars();
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ r_shadow_program_light[i] = 0;
+ if (gl_support_fragment_shader)
+ {
+ char *vertstring, *fragstring;
+ int vertstrings_count;
+ int fragstrings_count;
+ const char *vertstrings_list[SHADERPERMUTATION_COUNT];
+ const char *fragstrings_list[SHADERPERMUTATION_COUNT];
+ vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
+ fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ {
+ vertstrings_count = 0;
+ fragstrings_count = 0;
+ if (i & SHADERPERMUTATION_SPECULAR)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+ fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+ }
+ if (i & SHADERPERMUTATION_FOG)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+ fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+ }
+ if (i & SHADERPERMUTATION_CUBEFILTER)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+ fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+ }
+ if (i & SHADERPERMUTATION_OFFSETMAPPING)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+ fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+ }
+ vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
+ fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
+ r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+ if (!r_shadow_program_light[i])
+ {
+ Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
+ continue;
+ }
+ qglUseProgramObjectARB(r_shadow_program_light[i]);
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
+ if (i & SHADERPERMUTATION_SPECULAR)
+ {
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
+ }
+ if (i & SHADERPERMUTATION_CUBEFILTER)
+ {
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
+ }
+ if (i & SHADERPERMUTATION_FOG)
+ {
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
+ }
+ }
+ qglUseProgramObjectARB(0);
+ if (fragstring)
+ Mem_Free(fragstring);
+ if (vertstring)
+ Mem_Free(vertstring);
+ }
}
void r_shadow_shutdown(void)
{
+ int i;
R_Shadow_UncompileWorldLights();
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ {
+ if (r_shadow_program_light[i])
+ {
+ GL_Backend_FreeProgram(r_shadow_program_light[i]);
+ r_shadow_program_light[i] = 0;
+ }
+ }
numcubemaps = 0;
r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankbumptexture = NULL;
- r_shadow_blankglosstexture = NULL;
- r_shadow_blankwhitetexture = NULL;
+ r_shadow_blankwhitecubetexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowelements = 0;
"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_glsl : use OpenGL Shading Language for lighting\n"
+"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
+"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
+"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
"r_shadow_scissor : use scissor optimization\n"
"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
Cvar_RegisterVariable(&r_shadow_staticworldlights);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&r_shadow_visiblevolumes);
+ Cvar_RegisterVariable(&r_shadow_glsl);
+ Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
+ Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
+ Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
{
int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
{
- int i, j, tris = 0, vr[3], t, outvertices = 0;
- float f, temp[3];
- const int *e, *n;
- const float *v;
+ int i, j;
+ int outtriangles = 0, outvertices = 0;
+ const int *element;
+ const float *vertex;
if (maxvertexupdate < innumvertices)
{
memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
memset(vertexremap, 0, maxvertexupdate * sizeof(int));
}
-
+
for (i = 0;i < numshadowmarktris;i++)
shadowmark[shadowmarktris[i]] = shadowmarkcount;
for (i = 0;i < numshadowmarktris;i++)
{
- t = shadowmarktris[i];
- e = inelement3i + t * 3;
+ element = inelement3i + shadowmarktris[i] * 3;
// make sure the vertices are created
for (j = 0;j < 3;j++)
{
- if (vertexupdate[e[j]] != vertexupdatenum)
+ if (vertexupdate[element[j]] != vertexupdatenum)
{
- vertexupdate[e[j]] = vertexupdatenum;
- vertexremap[e[j]] = outvertices;
- v = invertex3f + e[j] * 3;
+ float ratio, direction[3];
+ vertexupdate[element[j]] = vertexupdatenum;
+ vertexremap[element[j]] = outvertices;
+ vertex = invertex3f + element[j] * 3;
// project one copy of the vertex to the sphere radius of the light
// (FIXME: would projecting it to the light box be better?)
- VectorSubtract(v, projectorigin, temp);
- f = projectdistance / VectorLength(temp);
- VectorCopy(v, outvertex3f);
- VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+ VectorSubtract(vertex, projectorigin, direction);
+ ratio = projectdistance / VectorLength(direction);
+ VectorCopy(vertex, outvertex3f);
+ VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
outvertex3f += 6;
outvertices += 2;
}
for (i = 0;i < numshadowmarktris;i++)
{
- t = shadowmarktris[i];
- e = inelement3i + t * 3;
- n = inneighbor3i + t * 3;
+ int remappedelement[3];
+ int markindex;
+ const int *neighbortriangle;
+
+ markindex = shadowmarktris[i] * 3;
+ element = inelement3i + markindex;
+ neighbortriangle = inneighbor3i + markindex;
// output the front and back triangles
- outelement3i[0] = vertexremap[e[0]];
- outelement3i[1] = vertexremap[e[1]];
- outelement3i[2] = vertexremap[e[2]];
- outelement3i[3] = vertexremap[e[2]] + 1;
- outelement3i[4] = vertexremap[e[1]] + 1;
- outelement3i[5] = vertexremap[e[0]] + 1;
+ outelement3i[0] = vertexremap[element[0]];
+ outelement3i[1] = vertexremap[element[1]];
+ outelement3i[2] = vertexremap[element[2]];
+ outelement3i[3] = vertexremap[element[2]] + 1;
+ outelement3i[4] = vertexremap[element[1]] + 1;
+ outelement3i[5] = vertexremap[element[0]] + 1;
+
outelement3i += 6;
- tris += 2;
+ outtriangles += 2;
// output the sides (facing outward from this triangle)
- if (shadowmark[n[0]] != shadowmarkcount)
- {
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0];
- outelement3i[2] = vr[0] + 1;
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[1] + 1;
+ if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
+ {
+ remappedelement[0] = vertexremap[element[0]];
+ remappedelement[1] = vertexremap[element[1]];
+ outelement3i[0] = remappedelement[1];
+ outelement3i[1] = remappedelement[0];
+ outelement3i[2] = remappedelement[0] + 1;
+ outelement3i[3] = remappedelement[1];
+ outelement3i[4] = remappedelement[0] + 1;
+ outelement3i[5] = remappedelement[1] + 1;
+
outelement3i += 6;
- tris += 2;
- }
- if (shadowmark[n[1]] != shadowmarkcount)
- {
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[1] + 1;
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[2] + 1;
+ outtriangles += 2;
+ }
+ if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
+ {
+ remappedelement[1] = vertexremap[element[1]];
+ remappedelement[2] = vertexremap[element[2]];
+ outelement3i[0] = remappedelement[2];
+ outelement3i[1] = remappedelement[1];
+ outelement3i[2] = remappedelement[1] + 1;
+ outelement3i[3] = remappedelement[2];
+ outelement3i[4] = remappedelement[1] + 1;
+ outelement3i[5] = remappedelement[2] + 1;
+
outelement3i += 6;
- tris += 2;
- }
- if (shadowmark[n[2]] != shadowmarkcount)
- {
- vr[0] = vertexremap[e[0]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2];
- outelement3i[2] = vr[2] + 1;
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[0] + 1;
+ outtriangles += 2;
+ }
+ if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
+ {
+ remappedelement[0] = vertexremap[element[0]];
+ remappedelement[2] = vertexremap[element[2]];
+ outelement3i[0] = remappedelement[0];
+ outelement3i[1] = remappedelement[2];
+ outelement3i[2] = remappedelement[2] + 1;
+ outelement3i[3] = remappedelement[0];
+ outelement3i[4] = remappedelement[2] + 1;
+ outelement3i[5] = remappedelement[0] + 1;
+
outelement3i += 6;
- tris += 2;
+ outtriangles += 2;
}
}
if (outnumvertices)
*outnumvertices = outvertices;
- return tris;
+ return outtriangles;
}
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
}
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs)
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
{
int t, tend;
const int *e;
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw(numvertices, numtriangles, element3i);
+ R_Mesh_Draw(0, numvertices, numtriangles, element3i);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtriangles;
// decrement stencil if frontface is behind depthbuffer
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
- R_Mesh_Draw(numvertices, numtriangles, element3i);
+ R_Mesh_Draw(0, numvertices, numtriangles, element3i);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtriangles;
GL_LockArrays(0, 0);
#define ATTEN2DSIZE 64
#define ATTEN3DSIZE 32
data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
- data[0] = 128;
- data[1] = 128;
- data[2] = 255;
- data[3] = 255;
- r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- data[0] = 255;
- data[1] = 255;
- data[2] = 255;
- data[3] = 255;
- r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- data[0] = 255;
- data[1] = 255;
- data[2] = 255;
- data[3] = 255;
- r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ r_shadow_blankwhitecubetexture = NULL;
+ r_shadow_normalcubetexture = NULL;
if (gl_texturecubemap)
{
+ data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+ data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+ data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+ data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+ data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+ data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+ r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
for (side = 0;side < 6;side++)
{
for (y = 0;y < NORMSIZE;y++)
}
r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
}
- else
- r_shadow_normalcubetexture = NULL;
for (y = 0;y < ATTEN2DSIZE;y++)
{
for (x = 0;x < ATTEN2DSIZE;x++)
qglEnable(GL_CULL_FACE);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
r_shadowstage = SHADOWSTAGE_NONE;
-
- c_rt_lights = c_rt_clears = c_rt_scissored = 0;
- c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
- c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
}
void R_Shadow_Stage_ShadowVolumes(void)
int renders;
float color[3], color2[3], colorscale;
rmeshstate_t m;
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
- if (!glosstexture)
- glosstexture = r_shadow_blankglosstexture;
// FIXME: support EF_NODEPTHTEST
GL_DepthMask(false);
GL_DepthTest(true);
- if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ if (!bumptexture)
+ bumptexture = r_texture_blanknormalmap;
+ specularscale *= r_shadow_glossintensity.value;
+ if (!glosstexture)
+ {
+ if (r_shadow_gloss.integer >= 2)
+ {
+ glosstexture = r_texture_white;
+ specularscale *= r_shadow_gloss2intensity.value;
+ }
+ else
+ {
+ glosstexture = r_texture_black;
+ specularscale = 0;
+ }
+ }
+ if (r_shadow_gloss.integer < 1)
+ specularscale = 0;
+ if (!lightcubemap)
+ lightcubemap = r_shadow_blankwhitecubetexture;
+ if (ambientscale + diffusescale + specularscale < 0.01)
+ return;
+ if (r_shadow_glsl.integer && r_shadow_program_light[0])
+ {
+ unsigned int perm, prog;
+ // GLSL shader path (GFFX5200, Radeon 9500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord3f[1] = svector3f;
+ m.pointer_texcoord3f[2] = tvector3f;
+ m.pointer_texcoord3f[3] = normal3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex[1] = R_GetTexture(basetexture);
+ m.tex[2] = R_GetTexture(glosstexture);
+ m.texcubemap[3] = R_GetTexture(lightcubemap);
+ // TODO: support fog (after renderer is converted to texture fog)
+ m.tex[4] = R_GetTexture(r_texture_white);
+ m.texmatrix[3] = *matrix_modeltolight;
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ CHECKGLERROR
+ perm = 0;
+ // only add a feature to the permutation if that permutation exists
+ // (otherwise it might end up not using a shader at all, which looks
+ // worse than using less features)
+ if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR])
+ perm |= SHADERPERMUTATION_SPECULAR;
+ //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG])
+ // perm |= SHADERPERMUTATION_FOG;
+ if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER])
+ perm |= SHADERPERMUTATION_CUBEFILTER;
+ if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING])
+ perm |= SHADERPERMUTATION_OFFSETMAPPING;
+ prog = r_shadow_program_light[perm];
+ qglUseProgramObjectARB(prog);CHECKGLERROR
+ // TODO: support fog (after renderer is converted to texture fog)
+ if (perm & SHADERPERMUTATION_FOG)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR
+ }
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR
+ if (perm & SHADERPERMUTATION_SPECULAR)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
+ }
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
+ if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+ {
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
+ }
+ if (perm & SHADERPERMUTATION_OFFSETMAPPING)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
+ }
+ CHECKGLERROR
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ GL_LockArrays(0, 0);
+ qglUseProgramObjectARB(0);
+ // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
+ qglBegin(GL_TRIANGLES);
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
+ if (!bumptexture)
+ bumptexture = r_texture_blanknormalmap;
+ if (!glosstexture)
+ glosstexture = r_texture_white;
if (ambientscale)
{
GL_Color(1,1,1,1);
- colorscale = r_shadow_lightintensityscale.value * ambientscale;
+ colorscale = ambientscale;
// colorscale accounts for how much we multiply the brightness
// during combine.
//
m.pointer_texcoord3f[2] = varray_texcoord3f[2];
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight);
#endif
+ GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
{
#endif
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = texcoord2f;
+ GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 4 && lightcubemap)
{
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 3 && !lightcubemap)
{
#endif
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = texcoord2f;
+ GL_BlendFunc(GL_ONE, GL_ONE);
}
else
{
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_State(&m);
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);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
+ GL_LockArrays(0, 0);
}
if (diffusescale)
{
GL_Color(1,1,1,1);
- colorscale = r_shadow_lightintensityscale.value * diffusescale;
+ colorscale = diffusescale;
// colorscale accounts for how much we multiply the brightness
// during combine.
//
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
{
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
{
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
#endif
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_textureunits.integer >= 4)
{
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else
{
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_State(&m);
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);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
+ GL_LockArrays(0, 0);
}
- if (specularscale && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+ if (specularscale && glosstexture != r_texture_black)
{
// FIXME: detect blendsquare!
//if (gl_support_blendsquare)
{
- colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value * specularscale;
- if (glosstexture == r_shadow_blankglosstexture)
- colorscale *= r_shadow_gloss2intensity.value;
+ colorscale = specularscale;
GL_Color(1,1,1,1);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
// 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_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
GL_LockArrays(0, 0);
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
// 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_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
GL_LockArrays(0, 0);
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
#endif
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else
{
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
// 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_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
GL_LockArrays(0, 0);
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ VectorScale(lightcolor, colorscale, color2);
+ GL_LockArrays(0, numverts);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
- R_Mesh_State(&m);
- 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);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- GL_LockArrays(0, 0);
}
}
else
{
if (ambientscale)
{
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value * ambientscale, color2);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ VectorScale(lightcolor, ambientscale, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
#endif
}
}
+ if (r_textureunits.integer >= 3)
+ m.pointer_color = NULL;
+ else
+ m.pointer_color = varray_color4f;
R_Mesh_State(&m);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
if (r_textureunits.integer >= 3)
- {
GL_Color(color[0], color[1], color[2], 1);
- m.pointer_color = NULL;
- }
else if (r_textureunits.integer >= 2)
- {
R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
- m.pointer_color = varray_color4f;
- }
else
- {
R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
- m.pointer_color = varray_color4f;
- }
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
if (diffusescale)
{
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value * diffusescale, color2);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ VectorScale(lightcolor, diffusescale, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.pointer_color = varray_color4f;
else
R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(0, numverts, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
- VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light);
+ VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
}
void R_RTLight_Compile(rtlight_t *rtlight)
{
int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
- entity_render_t *ent = &cl_entities[0].render;
- model_t *model = ent->model;
+ entity_render_t *ent = r_refdef.worldentity;
+ model_t *model = r_refdef.worldmodel;
// compile the light
rtlight->compiled = true;
// this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
r_shadow_compilingrtlight = rtlight;
R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
- R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces);
+ R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces);
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
+ rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
if (numclusters)
{
rtlight->static_numclusters = numclusters;
- rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
- rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
}
if (model->DrawShadowVolume && rtlight->shadow)
{
rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
- model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
}
if (model->DrawLight)
void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
{
- int i, shadow;
+ int i, shadow, usestencil;
entity_render_t *ent;
float f;
vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
int numclusters, numsurfaces;
int *clusterlist, *surfacelist;
qbyte *clusterpvs;
- vec3_t cullmins, cullmaxs;
+ vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
shadowmesh_t *mesh;
rmeshstate_t m;
+ // skip lights that don't light (corona only lights)
+ if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
+ return;
+
+ f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+ VectorScale(rtlight->color, f, lightcolor);
+ if (VectorLength2(lightcolor) < 0.01)
+ return;
+ /*
+ if (rtlight->selected)
+ {
+ f = 2 + sin(realtime * M_PI * 4.0);
+ VectorScale(lightcolor, f, lightcolor);
+ }
+ */
+
// loading is done before visibility checks because loading should happen
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
- if (d_lightstylevalue[rtlight->style] <= 0)
+ if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
return;
numclusters = 0;
clusterlist = NULL;
VectorCopy(rtlight->cullmins, cullmins);
VectorCopy(rtlight->cullmaxs, cullmaxs);
}
- else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
+ else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
{
// dynamic light, world available and can receive realtime lighting
// if the light box is offscreen, skip it right away
if (R_CullBox(cullmins, cullmaxs))
return;
// calculate lit surfaces and clusters
- R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
- R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces);
- cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters);
+ R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces);
+ r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
clusterlist = r_shadow_buffer_clusterlist;
clusterpvs = r_shadow_buffer_clusterpvs;
surfacelist = r_shadow_buffer_surfacelist;
if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
return;
- f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
- VectorScale(rtlight->color, f, lightcolor);
- /*
- if (rtlight->selected)
- {
- f = 2 + sin(realtime * M_PI * 4.0);
- VectorScale(lightcolor, f, lightcolor);
- }
- */
-
shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
+ usestencil = false;
if (shadow && (gl_stencil || visiblevolumes))
{
if (!visiblevolumes)
+ {
R_Shadow_Stage_ShadowVolumes();
+ usestencil = true;
+ }
ent = &cl_entities[0].render;
if (r_shadow_staticworldlights.integer && rtlight->compiled)
{
GL_LockArrays(0, mesh->numverts);
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- // decrement stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
GL_LockArrays(0, 0);
else if (numsurfaces)
{
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
- ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
+ ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
}
if (r_drawentities.integer)
{
{
if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
continue;
- if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs))
+ if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs))
continue;
}
if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
// light emitting entities should not cast their own shadow
if (VectorLength2(relativelightorigin) < 0.1)
continue;
- ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
+ relativelightmins[0] = relativelightorigin[0] - rtlight->radius;
+ relativelightmins[1] = relativelightorigin[1] - rtlight->radius;
+ relativelightmins[2] = relativelightorigin[2] - rtlight->radius;
+ relativelightmaxs[0] = relativelightorigin[0] + rtlight->radius;
+ relativelightmaxs[1] = relativelightorigin[1] + rtlight->radius;
+ relativelightmaxs[2] = relativelightorigin[2] + rtlight->radius;
+ ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativelightmins, relativelightmaxs);
}
}
}
if (!visiblevolumes)
{
- R_Shadow_Stage_Light(shadow && gl_stencil);
+ R_Shadow_Stage_Light(usestencil);
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
{
+ lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
{
R_Mesh_Matrix(&ent->matrix);
for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
+ R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
}
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
}
if (r_drawentities.integer)
{
// transparent meshes are deferred for later
if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
{
- VectorScale(lightcolor, ent->alpha, lightcolor2);
+ lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
dlight_t *light;
rmeshstate_t m;
- if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+ if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
if (visiblevolumes)
for (i = 0;i < 6;i++)
{
// generate an image name based on the base and and suffix
- snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+ dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
// load it
if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
{
light->corona = corona;
if (!cubemapname)
cubemapname = "";
- strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
+ strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
light->coronasizescale = coronasizescale;
light->ambientscale = ambientscale;
light->diffusescale = diffusescale;
void R_Shadow_LoadWorldLights(void)
{
int n, a, style, shadow, flags;
- char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+ char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
}
*/
t = s;
- while (*s && *s != '\n')
+ while (*s && *s != '\n' && *s != '\r')
s++;
if (!*s)
break;
- *s = 0;
+ tempchar = *s;
shadow = true;
// check for modifier flags
if (*t == '!')
shadow = false;
t++;
}
+ *s = 0;
a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
+ *s = tempchar;
if (a < 18)
flags = LIGHTFLAG_REALTIMEMODE;
if (a < 17)
corona = 0;
if (a < 9 || !strcmp(cubemapname, "\"\""))
cubemapname[0] = 0;
- *s = '\n';
+ // remove quotes on cubemapname
+ if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
+ {
+ cubemapname[strlen(cubemapname)-1] = 0;
+ strcpy(cubemapname, cubemapname + 1);
+ }
if (a < 8)
{
Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
VectorScale(color, r_editlights_rtlightscolorscale.value, color);
radius *= r_editlights_rtlightssizescale.value;
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
- s++;
+ if (*s == '\r')
+ s++;
+ if (*s == '\n')
+ s++;
n++;
}
if (*s)
char line[1024];
if (!r_shadow_worldlightchain)
return;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
{
if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
- if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
+ else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
else
sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style);
void R_Shadow_LoadLightsFile(void)
{
int n, a, style;
- char name[MAX_QPATH], *lightsstring, *s, *t;
+ char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".lights", sizeof (name));
lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
while (*s)
{
t = s;
- while (*s && *s != '\n')
+ while (*s && *s != '\n' && *s != '\r')
s++;
if (!*s)
break;
+ tempchar = *s;
*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';
+ *s = tempchar;
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);
radius = bound(15, radius, 4096);
VectorScale(color, (2.0f / (8388608.0f)), color);
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
- s++;
+ if (*s == '\r')
+ s++;
+ if (*s == '\n')
+ s++;
n++;
}
if (*s)
float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
char key[256], value[1024];
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
// try to load a .ent file first
- FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
+ FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
strlcat (key, ".ent", sizeof (key));
data = entfiledata = FS_LoadFile(key, tempmempool, true);
// and if that is not found, fall back to the bsp file entity string
if (!data)
- data = cl.worldmodel->brush.entities;
+ data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
}
else if (!strcmp("style", key))
style = atoi(value);
- else if (cl.worldmodel->type == mod_brushq3)
+ else if (r_refdef.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
lightscale = atof(value);
void R_Shadow_EditLights_Reload_f(void)
{
- if (!cl.worldmodel)
+ if (!r_refdef.worldmodel)
return;
- strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+ strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLights();
if (r_shadow_worldlightchain == NULL)
void R_Shadow_EditLights_Save_f(void)
{
- if (!cl.worldmodel)
+ if (!r_refdef.worldmodel)
return;
R_Shadow_SaveWorldLights();
}
sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-}
+}
void R_Shadow_EditLights_ToggleShadow_f(void)
{