X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=56c387f986c6d9b1d86581d9ea136244f2a8f2ee;hp=89c2560b88e8aa09943a2059d3a87d8511d6ab52;hb=bc9063582a5b12986a3f70b4eaa9ffaf1568f735;hpb=770aac97dc7ea7ddee614cc5e1c6cee23cfdb438 diff --git a/r_shadow.c b/r_shadow.c index 89c2560b..56c387f9 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -140,8 +140,6 @@ demonstrated by the game Doom3. #include "portals.h" #include "image.h" -#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 - extern void R_Shadow_EditLights_Init(void); typedef enum r_shadow_rendermode_e @@ -288,8 +286,7 @@ cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdivid cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; -cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"}; cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; @@ -300,8 +297,8 @@ cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_ cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; -cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"}; -cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"}; +cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; +cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"}; cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"}; @@ -318,7 +315,6 @@ cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nea cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; -cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"}; cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; @@ -398,6 +394,7 @@ void R_Shadow_SetShadowMode(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) { if(r_shadow_shadowmapfilterquality < 0) @@ -682,7 +679,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_lightradiusscale); - Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_frontsidecasting); Cvar_RegisterVariable(&r_shadow_realtime_dlight); @@ -712,7 +708,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_shadowmapping_bias); Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor); Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset); - Cvar_RegisterVariable(&r_shadow_culltriangles); Cvar_RegisterVariable(&r_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); @@ -1335,7 +1330,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, r_refdef.stats.lights_shadowtriangles += tris; CHECKGLERROR R_Mesh_VertexPointer(shadowvertex3f, 0, 0); - GL_LockArrays(0, outverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer @@ -1357,7 +1351,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); - GL_LockArrays(0, 0); CHECKGLERROR } } @@ -1690,7 +1683,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void) pixels[y][x][3] = 255; } } - r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32); + r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32); } static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) @@ -1722,12 +1715,12 @@ static void R_Shadow_MakeTextures(void) // 1D gradient texture for (x = 0;x < ATTEN1DSIZE;x++) data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); - r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); // 2D circle texture for (y = 0;y < ATTEN2DSIZE;y++) for (x = 0;x < ATTEN2DSIZE;x++) data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); - r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); // 3D sphere texture if (r_shadow_texture3d.integer && vid.support.ext_texture_3d) { @@ -1735,7 +1728,7 @@ static void R_Shadow_MakeTextures(void) for (y = 0;y < ATTEN3DSIZE;y++) for (x = 0;x < ATTEN3DSIZE;x++) data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); - r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); + r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL); } else r_shadow_attenuation3dtexture = NULL; @@ -1744,7 +1737,7 @@ static void R_Shadow_MakeTextures(void) R_Shadow_MakeTextures_MakeCorona(); // Editor light sprites - r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" ".3............3." "..5...2332...5.." @@ -1762,7 +1755,7 @@ static void R_Shadow_MakeTextures(void) ".3............3." "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......1111......" @@ -1780,7 +1773,7 @@ static void R_Shadow_MakeTextures(void) "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......1111......" @@ -1798,7 +1791,7 @@ static void R_Shadow_MakeTextures(void) "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......2772......" @@ -1816,7 +1809,7 @@ static void R_Shadow_MakeTextures(void) "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) + r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *) "................" "................" "......2772......" @@ -1834,7 +1827,7 @@ static void R_Shadow_MakeTextures(void) "................" "................" , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic); - r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *) + r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *) "................" ".777752..257777." ".742........247." @@ -1910,6 +1903,7 @@ void R_Shadow_RenderMode_Begin(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; break; case RENDERPATH_GL13: @@ -1975,7 +1969,7 @@ void R_Shadow_RenderMode_Reset(void) GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); r_shadow_usingshadowmaprect = false; r_shadow_usingshadowmapcube = false; r_shadow_usingshadowmap2d = false; @@ -1998,7 +1992,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) R_Shadow_RenderMode_Reset(); GL_ColorMask(0, 0, 0, 0); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR - R_SetupDepthOrShadowShader(); + R_SetupShader_DepthOrShadow(); qglDepthFunc(GL_LESS);CHECKGLERROR qglEnable(GL_STENCIL_TEST);CHECKGLERROR r_shadow_rendermode = mode; @@ -2056,7 +2050,7 @@ static void R_Shadow_MakeVSDCT(void) 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5> 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5> }; - r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); + r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); } void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) @@ -2184,11 +2178,11 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size) if (fbo) { qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR - R_SetupDepthOrShadowShader(); + R_SetupShader_DepthOrShadow(); } else { - R_SetupShowDepthShader(); + R_SetupShader_ShowDepth(); qglClearColor(1,1,1,1);CHECKGLERROR } CHECKGLERROR @@ -2217,34 +2211,6 @@ init_done: CHECKGLERROR } -void R_Shadow_RenderMode_SetShadowMapTexture(void) -{ - if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D) - { - r_shadow_usingshadowmap2d = true; - R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture)); - CHECKGLERROR - } - else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE) - { - r_shadow_usingshadowmaprect = true; - R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture)); - CHECKGLERROR - } - else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE) - { - r_shadow_usingshadowmapcube = true; - R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0); - CHECKGLERROR - } - - if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect)) - { - R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0); - CHECKGLERROR - } -} - void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping) { if (transparent) @@ -2272,11 +2238,17 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); CHECKGLERROR - if (shadowmapping) - R_Shadow_RenderMode_SetShadowMapTexture(); + } + if (shadowmapping) + { + if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D) + r_shadow_usingshadowmap2d = true; + else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE) + r_shadow_usingshadowmaprect = true; + else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE) + r_shadow_usingshadowmapcube = true; } R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); CHECKGLERROR @@ -2313,9 +2285,8 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow R_Shadow_RenderMode_Reset(); r_shadow_rendermode = r_shadow_lightingrendermode; // do global setup needed for the chosen lighting mode - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); if (stenciltest) { @@ -2325,32 +2296,30 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR } qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR - R_Mesh_TexBindAll(GL20TU_SCREENDEPTH, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture)); - R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture)); - R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter if (shadowmapping) - R_Shadow_RenderMode_SetShadowMapTexture(); - R_SetupDeferredLightShader(rsurface.rtlight); - //R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); - R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture)); + { + if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D) + r_shadow_usingshadowmap2d = true; + else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE) + r_shadow_usingshadowmaprect = true; + else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE) + r_shadow_usingshadowmapcube = true; + } + // render the lighting + R_SetupShader_DeferredLight(rsurface.rtlight); for (i = 0;i < 8;i++) Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3); CHECKGLERROR - //qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); GL_ColorMask(1,1,1,1); - //GL_Color(0.25f,0.05f,0.02f,1.0f); - //R_SetupGenericShader(false); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(0, 0); GL_DepthTest(true); qglDepthFunc(GL_GREATER);CHECKGLERROR GL_CullFace(r_refdef.view.cullface_back); - //GL_AlphaTest(false); - //qglDisable(GL_STENCIL_TEST);CHECKGLERROR R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0); } } @@ -2710,33 +2679,7 @@ static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvert static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupSurfaceShader(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); - if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); - R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); - R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); - if (rsurface.texture->backgroundcurrentskinframe) - { - R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); - R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); - R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); - R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); - } - //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); - R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); - if(rsurface.texture->colormapping) - { - R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - } - R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture)); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_EQUAL);CHECKGLERROR @@ -2847,8 +2790,8 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice const float *surfacepants = rsurface.colormap_pantscolor; const float *surfaceshirt = rsurface.colormap_shirtcolor; rtexture_t *basetexture = rsurface.texture->basetexture; - rtexture_t *pantstexture = rsurface.texture->currentskinframe->pants; - rtexture_t *shirttexture = rsurface.texture->currentskinframe->shirt; + rtexture_t *pantstexture = rsurface.texture->pantstexture; + rtexture_t *shirttexture = rsurface.texture->shirttexture; qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f); qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f); ambientscale *= 2 * r_refdef.view.colorscale; @@ -2859,26 +2802,26 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2]; ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2]; diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2]; - R_Mesh_TexBind(0, R_GetTexture(basetexture)); + R_Mesh_TexBind(0, basetexture); R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); switch(r_shadow_rendermode) { case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0); + R_Mesh_TexBind(1, r_shadow_attenuation3dtexture); R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture)); + R_Mesh_TexBind(2, r_shadow_attenuation2dtexture); R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz); R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1); R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); // fall through case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture)); + R_Mesh_TexBind(1, r_shadow_attenuation2dtexture); R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); @@ -2888,16 +2831,16 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice default: break; } - //R_Mesh_TexBind(0, R_GetTexture(basetexture)); + //R_Mesh_TexBind(0, basetexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); if (dopants) { - R_Mesh_TexBind(0, R_GetTexture(pantstexture)); + R_Mesh_TexBind(0, pantstexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants); } if (doshirt) { - R_Mesh_TexBind(0, R_GetTexture(shirttexture)); + R_Mesh_TexBind(0, shirttexture); R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt); } } @@ -3094,8 +3037,8 @@ void R_RTLight_Compile(rtlight_t *rtlight) if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i)) shadowtris++; - if (developer.integer >= 10) - Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris); + if (developer_extra.integer) + Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -3358,7 +3301,6 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co { r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f); - GL_LockArrays(0, mesh->numverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer @@ -3380,12 +3322,12 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s); - GL_LockArrays(0, 0); } CHECKGLERROR } - else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer) + else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh) { + // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { @@ -3408,6 +3350,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent) vec_t relativeshadowradius; RSurf_ActiveModelEntity(ent, false, false, false); Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin); + // we need to re-init the shader for each entity because the matrix changed relativeshadowradius = rsurface.rtlight->radius / ent->scale; relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius; relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius; @@ -3435,7 +3378,7 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent) Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); } -void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs) +void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs) { if (!r_refdef.scene.worldmodel->DrawLight) return; @@ -3448,7 +3391,7 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin); - r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs); + r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } @@ -3990,7 +3933,7 @@ void R_Shadow_DrawPrepass(void) if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass) r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity); if (r_timereport_active) - R_TimeReport("prepassgeometry"); + R_TimeReport("prepassworld"); for (i = 0;i < r_refdef.scene.numentities;i++) { @@ -4001,6 +3944,9 @@ void R_Shadow_DrawPrepass(void) ent->model->DrawPrepass(ent); } + if (r_timereport_active) + R_TimeReport("prepassmodels"); + GL_DepthMask(false); GL_ColorMask(1,1,1,1); GL_Color(1,1,1,1); @@ -4068,6 +4014,7 @@ void R_Shadow_PrepareLights(void) switch (vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2) { r_shadow_usingdeferredprepass = false; @@ -4085,9 +4032,9 @@ void R_Shadow_PrepareLights(void) r_shadow_prepass_width = vid.width; r_shadow_prepass_height = vid.height; r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false); - r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); - r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); - r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); + r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL); // set up the geometry pass fbo (depth + normalmap) qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR @@ -4304,12 +4251,12 @@ void R_DrawModelShadows(void) //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); //GL_ScissorTest(true); - //R_Mesh_Matrix(&identitymatrix); + //R_EntityMatrix(&identitymatrix); //R_Mesh_ResetTextureState(); R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); // set up a darkening blend on shadowed areas GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -4428,7 +4375,7 @@ void R_Shadow_DrawCoronas(void) if (r_waterstate.renderingscene) return; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked @@ -4459,7 +4406,7 @@ void R_Shadow_DrawCoronas(void) GL_DepthTest(true); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); } for (lightindex = 0;lightindex < range;lightindex++) { @@ -4605,7 +4552,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename) if (!r_shadow_filters_texturepool) r_shadow_filters_texturepool = R_AllocTexturePool(); - cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL); + cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL); Mem_Free(cubemappixels); } else @@ -5732,26 +5679,26 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) lightnumber = lightindex; lightcount++; } - dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", 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, NULL, false);y += 8; - dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", 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, NULL, false, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8; y += 8; if (r_shadow_selectedlight == NULL) return; - dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", 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, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", 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, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - dpsnprintf(temp, sizeof(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, NULL, true);y += 8; - dpsnprintf(temp, sizeof(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, NULL, true);y += 8; + dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", 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, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", 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, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(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, NULL, true, FONT_DEFAULT);y += 8; + dpsnprintf(temp, sizeof(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, NULL, true, FONT_DEFAULT);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void)