cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
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 = {0, "r_shadow_glsl_offsetmapping", "0"};
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 r_shadow_glsl_geforcefxlowquality = {0, "r_shadow_glsl_geforcefxlowquality", "1"};
+cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
cvar_t r_editlights = {0, "r_editlights", "0"};
void r_shadow_start(void)
{
int i;
- // if not a GeForce FX, turn off the lowquality cvar
- if (strncmp(gl_renderer, "GeForce FX ", strlen("GeForce FX ")))
- Cvar_SetValue("r_shadow_glsl_geforcefxlowquality", 0);
+ // use half float math where available (speed gain on NVIDIA GFFX and GF6)
+ if (gl_support_half_float)
+ Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
// allocate vertex processing arrays
numcubemaps = 0;
r_shadow_attenuation2dtexture = NULL;
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");
+ Con_Printf("permutation %s %s %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" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
continue;
}
qglUseProgramObjectARB(r_shadow_program_light[i]);
"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_glsl_geforcefxlowquality : use lower quality lighting\n"
+"r_shadow_glsl_usehalffloat : use lower quality lighting\n"
"r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
"r_shadow_scissor : use scissor optimization\n"
"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
- Cvar_RegisterVariable(&r_shadow_glsl_geforcefxlowquality);
+ Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
- if (r_shadow_glsl_geforcefxlowquality.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
+ if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
{
int passes = 0;
if (r_shadow_glsl.integer && r_shadow_program_light[0])
- passes++; // GLSL shader path (GFFX5200, Radeon 9500)
+ {
+ // GLSL shader path (GFFX5200, Radeon 9500)
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+ passes++;
+ }
else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
{
// TODO: add direct pants/shirt rendering
else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
{
// GLSL shader path (GFFX5200, Radeon 9500)
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+ if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
R_Mesh_VertexPointer(vertex3f);
R_Mesh_TexCoordPointer(0, 2, texcoord2f);
R_Mesh_TexCoordPointer(1, 3, svector3f);
R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- {
- R_Mesh_TexBind(1, R_GetTexture(pantstexture));
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- {
- R_Mesh_TexBind(1, R_GetTexture(shirttexture));
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
GL_LockArrays(0, 0);
}
else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
numcubemaps++;
strcpy(cubemaps[i].basename, basename);
cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+ if (!cubemaps[i].texture)
+ cubemaps[i].texture = r_texture_whitecube;
return cubemaps[i].texture;
}
void R_Shadow_SaveWorldLights(void)
{
dlight_t *light;
- int bufchars, bufmaxchars;
+ size_t bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
char line[1024];
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, light->color[0], light->color[1], light->color[2], 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, light->color[0], light->color[1], light->color[2], light->style);
- if (bufchars + (int) strlen(line) > bufmaxchars)
+ if (bufchars + strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
}
}
if (bufchars)
- FS_WriteFile(name, buf, bufchars);
+ FS_WriteFile(name, buf, (fs_offset_t)bufchars);
if (buf)
Mem_Free(buf);
}
}
else if (!strcmp("style", key))
style = atoi(value);
+ else if (!strcmp("skin", key))
+ skin = (int)atof(value);
+ else if (!strcmp("pflags", key))
+ pflags = (int)atof(value);
+ else if (!strcmp("effects", key))
+ effects = (int)atof(value);
else if (r_refdef.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
if (!strcmp("fade", key))
fadescale = atof(value);
}
- else if (!strcmp("skin", key))
- skin = (int)atof(value);
- else if (!strcmp("pflags", key))
- pflags = (int)atof(value);
- else if (!strcmp("effects", key))
- effects = (int)atof(value);
}
if (!islight)
continue;
push = -push;
VectorMA(trace.endpos, push, r_viewforward, endpos);
VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
+ }
+ else
+ {
+ VectorClear( endpos );
}
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;