X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=582e7e4108d75aa958da78d913116c9a3b872a6b;hp=fa6c21bdb871db496190184e16205f2cc8dead25;hb=3083d6a99f38265ad455a7ae7a163b81d1aee272;hpb=40d20178fb35ca282a2662cd72fdec23361168c7 diff --git a/r_shadow.c b/r_shadow.c index fa6c21bd..582e7e41 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -23,7 +23,6 @@ int maxtrianglefacinglight; qbyte *trianglefacinglight; rtexturepool_t *r_shadow_texturepool; -rtexture_t *r_shadow_normalsattenuationtexture; rtexture_t *r_shadow_normalscubetexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_blankbumptexture; @@ -33,12 +32,11 @@ rtexture_t *r_shadow_blankwhitetexture; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "2"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"}; -cvar_t r_shadow_erasebydrawing = {0, "r_shadow_erasebydrawing", "0"}; -cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "0"}; cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_bumpscale = {0, "r_shadow_bumpscale", "4"}; +cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"}; void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); @@ -54,7 +52,6 @@ void r_shadow_start(void) shadowelements = NULL; maxtrianglefacinglight = 0; trianglefacinglight = NULL; - r_shadow_normalsattenuationtexture = NULL; r_shadow_normalscubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_blankbumptexture = NULL; @@ -69,7 +66,6 @@ void r_shadow_shutdown(void) { R_Shadow_ClearWorldLights(); r_shadow_reloadlights = true; - r_shadow_normalsattenuationtexture = NULL; r_shadow_normalscubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_blankbumptexture = NULL; @@ -94,36 +90,27 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_lightattenuationscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_realtime); - Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_debuglight); - Cvar_RegisterVariable(&r_shadow_erasebydrawing); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_bumpscale); + Cvar_RegisterVariable(&r_shadow_shadownudge); R_Shadow_EditLights_Init(); R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } -void R_Shadow_ProjectVertices(const float *in, float *out, int numverts, const float *relativelightorigin, float projectdistance) +void R_Shadow_ProjectVertices(float *verts, int numverts, const float *relativelightorigin, float projectdistance) { int i; + float *in, *out, diff[4]; + in = verts; + out = verts + numverts * 4; for (i = 0;i < numverts;i++, in += 4, out += 4) { -#if 1 - out[0] = in[0] + 1000000.0f * (in[0] - relativelightorigin[0]); - out[1] = in[1] + 1000000.0f * (in[1] - relativelightorigin[1]); - out[2] = in[2] + 1000000.0f * (in[2] - relativelightorigin[2]); -#elif 0 - VectorSubtract(in, relativelightorigin, temp); - f = lightradius / sqrt(DotProduct(temp,temp)); - if (f < 1) - f = 1; - VectorMA(relativelightorigin, f, temp, out); -#else - VectorSubtract(in, relativelightorigin, temp); - f = projectdistance / sqrt(DotProduct(temp,temp)); - VectorMA(in, f, temp, out); -#endif + VectorSubtract(in, relativelightorigin, diff); + VectorNormalizeFast(diff); + VectorMA(in, projectdistance, diff, out); + VectorMA(in, r_shadow_shadownudge.value, diff, in); } } @@ -304,13 +291,13 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v if (maxshadowelements < numtris * 24) R_Shadow_ResizeShadowElements(numtris); + // check which triangles are facing the light + R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius); + // generate projected vertices // by clever use of elements we'll construct the whole shadow from // the unprojected vertices and these projected vertices - R_Shadow_ProjectVertices(varray_vertex, varray_vertex + numverts * 4, numverts, relativelightorigin, projectdistance); - - // check which triangles are facing the light - R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius); + R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance); // output triangle elements tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numtris, numverts, trianglefacinglight, shadowelements); @@ -361,61 +348,23 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) } float r_shadow_atten1; -#define ATTEN3DSIZE 64 -static void R_Shadow_Make3DTextures(void) -{ - int x, y, z; - float v[3], intensity, ilen, bordercolor[4]; - qbyte *data; - if (r_shadow_texture3d.integer != 1 || !gl_texture3d) - return; - data = Mem_Alloc(tempmempool, ATTEN3DSIZE * ATTEN3DSIZE * ATTEN3DSIZE * 4); - for (z = 0;z < ATTEN3DSIZE;z++) - { - for (y = 0;y < ATTEN3DSIZE;y++) - { - for (x = 0;x < ATTEN3DSIZE;x++) - { - v[0] = (x + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f; - v[1] = (y + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f; - v[2] = (z + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f; - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity *= intensity; - ilen = 127.0f * bound(0, intensity * r_shadow_atten1, 1) / sqrt(DotProduct(v, v)); - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = 128.0f + ilen * v[0]; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = 128.0f + ilen * v[1]; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = 128.0f + ilen * v[2]; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = 255; - } - } - } - r_shadow_normalsattenuationtexture = R_LoadTexture3D(r_shadow_texturepool, "normalsattenuation", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - bordercolor[0] = 0.5f; - bordercolor[1] = 0.5f; - bordercolor[2] = 0.5f; - bordercolor[3] = 1.0f; - qglTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, bordercolor); - Mem_Free(data); -} - static void R_Shadow_MakeTextures(void) { int x, y, d, side; float v[3], s, t, intensity; qbyte *data; - data = Mem_Alloc(tempmempool, 6*128*128*4); R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); r_shadow_atten1 = r_shadow_lightattenuationscale.value; + data = Mem_Alloc(tempmempool, 6*128*128*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[0] = 64; + data[1] = 64; + data[2] = 64; data[3] = 255; r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); data[0] = 255; @@ -493,25 +442,19 @@ static void R_Shadow_MakeTextures(void) } r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_MIPMAP, NULL); Mem_Free(data); - R_Shadow_Make3DTextures(); } void R_Shadow_Stage_Begin(void) { rmeshstate_t m; - if (r_shadow_texture3d.integer == 1 && !gl_texture3d) - { - Con_Printf("3D texture support not detected, falling back on slower 2D + 1D + normalization lighting\n"); - Cvar_SetValueQuick(&r_shadow_texture3d, 0); - } //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1); if (!r_shadow_attenuation2dtexture - || (r_shadow_texture3d.integer == 1 && !r_shadow_normalsattenuationtexture) || r_shadow_lightattenuationscale.value != r_shadow_atten1) R_Shadow_MakeTextures(); if (r_shadow_reloadlights && cl.worldmodel) { + R_Shadow_ClearWorldLights(); r_shadow_reloadlights = false; R_Shadow_LoadWorldLights(); if (r_shadow_worldlightchain == NULL) @@ -542,12 +485,11 @@ void R_Shadow_Stage_ShadowVolumes(void) qglDepthFunc(GL_LESS); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - qglStencilFunc(GL_ALWAYS, 0, 0xFF); + qglStencilFunc(GL_ALWAYS, 128, 0xFF); qglEnable(GL_CULL_FACE); qglEnable(GL_DEPTH_TEST); r_shadowstage = SHADOWSTAGE_STENCIL; - if (!r_shadow_erasebydrawing.integer) - qglClear(GL_STENCIL_BUFFER_BIT); + qglClear(GL_STENCIL_BUFFER_BIT); } void R_Shadow_Stage_Light(void) @@ -566,37 +508,13 @@ void R_Shadow_Stage_Light(void) qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw light where this geometry was already rendered AND the - // stencil is 0 (non-zero means shadow) - qglStencilFunc(GL_EQUAL, 0, 0xFF); + // stencil is 128 (values other than this mean shadow) + qglStencilFunc(GL_EQUAL, 128, 0xFF); qglEnable(GL_CULL_FACE); qglEnable(GL_DEPTH_TEST); r_shadowstage = SHADOWSTAGE_LIGHT; } -int R_Shadow_Stage_EraseShadowVolumes(void) -{ - if (r_shadow_erasebydrawing.integer) - { - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - R_Mesh_TextureState(&m); - GL_Color(1, 1, 1, 1); - qglColorMask(0, 0, 0, 0); - qglDisable(GL_BLEND); - qglDepthMask(0); - qglDepthFunc(GL_LESS); - qglEnable(GL_STENCIL_TEST); - qglStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); - qglStencilFunc(GL_ALWAYS, 0, 0xFF); - qglDisable(GL_CULL_FACE); - qglDisable(GL_DEPTH_TEST); - r_shadowstage = SHADOWSTAGE_ERASESTENCIL; - return true; - } - else - return false; -} - void R_Shadow_Stage_End(void) { rmeshstate_t m; @@ -611,7 +529,7 @@ void R_Shadow_Stage_End(void) qglDepthFunc(GL_LEQUAL); qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - qglStencilFunc(GL_ALWAYS, 0, 0xFF); + qglStencilFunc(GL_ALWAYS, 128, 0xFF); qglEnable(GL_CULL_FACE); qglEnable(GL_DEPTH_TEST); // force mesh state to reset by using various combinations of features @@ -866,75 +784,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element // mult is how many times the final pass of the lighting will be // performed to get more brightness than otherwise possible // limit mult to 64 for sanity sake - if (r_shadow_texture3d.integer) - { - if (r_textureunits.integer >= 4 && !lightcubemap) - { - // 4 texture 3D combine path, one pass, no light cubemap support - m.tex[0] = R_GetTexture(bumptexture); - m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture); - m.tex[2] = R_GetTexture(basetexture); - m.tex[3] = R_GetTexture(r_shadow_blankwhitetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGB_ARB; - m.texcombinergb[2] = GL_MODULATE; - m.texcombinergb[3] = GL_MODULATE; - m.texrgbscale[1] = 1; - m.texrgbscale[3] = 4; - R_Mesh_TextureState(&m); - memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4])); - memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4])); - R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius); - qglActiveTexture(GL_TEXTURE3_ARB); - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); - colorscale = r_colorscale * 0.25f * r_shadow_lightintensityscale.value; - for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]); - colorscale *= scale; - GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1); - for (renders = 0;renders < mult;renders++) - R_Mesh_Draw(numverts, numtriangles, elements); - qglActiveTexture(GL_TEXTURE3_ARB); - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); - } - else - { - // 2 texture no3D combine path, two pass - m.tex[0] = R_GetTexture(bumptexture); - m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.texalphascale[1] = 1; - R_Mesh_TextureState(&m); - qglColorMask(0,0,0,1); - qglDisable(GL_BLEND); - GL_Color(1,1,1,1); - memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4])); - R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius); - R_Mesh_Draw(numverts, numtriangles, elements); - - m.tex[0] = R_GetTexture(basetexture); - m.tex3d[1] = 0; - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.texcombinergb[0] = GL_MODULATE; - m.texcombinergb[1] = GL_MODULATE; - m.texrgbscale[1] = 1; - m.texalphascale[1] = 1; - R_Mesh_TextureState(&m); - qglColorMask(1,1,1,1); - qglBlendFunc(GL_DST_ALPHA, GL_ONE); - qglEnable(GL_BLEND); - if (lightcubemap) - R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin); - - colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value; - for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]); - colorscale *= scale; - GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1); - for (renders = 0;renders < mult;renders++) - R_Mesh_Draw(numverts, numtriangles, elements); - } - } - else if (r_textureunits.integer >= 4) + if (r_textureunits.integer >= 4) { // 4 texture no3D combine path, two pass m.tex[0] = R_GetTexture(bumptexture); @@ -965,7 +815,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element if (lightcubemap) R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin); - colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value; + colorscale = r_colorscale * r_shadow_lightintensityscale.value; for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]); colorscale *= scale; GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1); @@ -987,6 +837,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.tex[0] = R_GetTexture(bumptexture); m.tex[1] = 0; m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture); + m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_DOT3_RGBA_ARB; R_Mesh_TextureState(&m); qglBlendFunc(GL_DST_ALPHA, GL_ZERO); @@ -997,6 +848,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.tex[0] = R_GetTexture(basetexture); m.texcubemap[1] = R_GetTexture(lightcubemap); + m.texcombinergb[0] = GL_MODULATE; m.texcombinergb[1] = GL_MODULATE; R_Mesh_TextureState(&m); qglColorMask(1,1,1,1); @@ -1004,7 +856,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element if (lightcubemap) R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin); - colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value; + colorscale = r_colorscale * r_shadow_lightintensityscale.value; for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]); colorscale *= scale; GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1); @@ -1070,8 +922,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen if (lightcubemap) R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin); - // the 0.25f makes specular lighting much dimmer than diffuse (intentionally) - colorscale = r_colorscale * 0.25f * r_shadow_lightintensityscale.value; + colorscale = r_colorscale * r_shadow_lightintensityscale.value; for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]); colorscale *= scale; GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1); @@ -1080,22 +931,10 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen } } -#define PRECOMPUTEDSHADOWVOLUMES 1 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light) { -#if PRECOMPUTEDSHADOWVOLUMES R_Mesh_Matrix(matrix); R_Shadow_RenderShadowMeshVolume(light->shadowvolume); -#else - shadowmesh_t *mesh; - R_Mesh_Matrix(matrix); - for (mesh = light->shadowvolume;mesh;mesh = mesh->next) - { - R_Mesh_ResizeCheck(mesh->numverts * 2); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, light->origin, light->lightradius, light->lightradius); - } -#endif } cvar_t r_editlights = {0, "r_editlights", "0"}; @@ -1103,6 +942,7 @@ cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; +cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; worldlight_t *r_shadow_worldlightchain; worldlight_t *r_shadow_selectedlight; vec3_t r_editlights_cursorlocation; @@ -1110,13 +950,21 @@ vec3_t r_editlights_cursorlocation; static int castshadowcount = 1; void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname) { - int i, j, k, l, maxverts, *mark; - float *verts, *v, *v0, *v1, f, projectdistance, temp[3], temp2[3], temp3[3], radius2; + int i, j, k, l, maxverts, *mark, tris; + float *verts, *v, f, temp[3], radius2; + //float projectdistance, *v0, *v1, temp2[3], temp3[3]; worldlight_t *e; - shadowmesh_t *mesh; + shadowmesh_t *mesh, *castmesh; mleaf_t *leaf; msurface_t *surf; qbyte *pvs; + surfmesh_t *surfmesh; + + if (radius < 15 || DotProduct(color, color) < 0.03) + { + Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n"); + return; + } e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t)); VectorCopy(origin, e->origin); @@ -1164,8 +1012,10 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style f = -f; if (f > 0 && f < e->lightradius) { - VectorSubtract(e->origin, surf->poly_center, temp); - if (DotProduct(temp, temp) - surf->poly_radius2 < e->lightradius * e->lightradius) + temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0]; + temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1]; + temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2]; + if (DotProduct(temp, temp) < e->lightradius * e->lightradius) surf->castshadow = castshadowcount; } } @@ -1240,17 +1090,6 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style } } e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768); -#if !PRECOMPUTEDSHADOWVOLUMES - // make a mesh to cast a shadow volume from - for (j = 0;j < e->numsurfaces;j++) - if (e->surfaces[j]->castshadow == castshadowcount) - Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, e->surfaces[j]->poly_numverts, e->surfaces[j]->poly_verts); -#else -#if 1 - { - int tris; - shadowmesh_t *castmesh, *mesh; - surfmesh_t *surfmesh; // make a mesh to cast a shadow volume from castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768); for (j = 0;j < e->numsurfaces;j++) @@ -1277,7 +1116,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style // now that we have the buffers big enough, construct shadow volume mesh memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4])); - R_Shadow_ProjectVertices(verts, verts + castmesh->numverts * 4, castmesh->numverts, e->origin, e->lightradius); + R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, 1000000.0f);//, e->lightradius); R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius); tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements); // add the constructed shadow volume mesh @@ -1285,72 +1124,6 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style } // we're done with castmesh now Mod_ShadowMesh_Free(castmesh); - } -#else - // make a shadow volume mesh - if (verts == NULL && maxverts > 0) - verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4])); - for (j = 0;j < e->numsurfaces;j++) - { - surf = e->surfaces[j]; - if (surf->castshadow != castshadowcount) - continue; - projectdistance = 1000000.0f;//e->lightradius; - // copy the original polygon, for the front cap of the volume - for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3) - VectorCopy(v0, v1); - Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts); - // project the original polygon, reversed, for the back cap of the volume - for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3) - { - VectorSubtract(v0, e->origin, temp); - //VectorNormalize(temp); - VectorMA(v0, projectdistance, temp, v1); - } - Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts); - // project the shadow volume sides - for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3) - { - if (surf->neighborsurfaces == NULL || surf->neighborsurfaces[l] == NULL || surf->neighborsurfaces[l]->castshadow != castshadowcount) - { - VectorCopy(v1, &verts[0]); - VectorCopy(v0, &verts[3]); - VectorCopy(v0, &verts[6]); - VectorCopy(v1, &verts[9]); - VectorSubtract(&verts[6], e->origin, temp); - //VectorNormalize(temp); - VectorMA(&verts[6], projectdistance, temp, &verts[6]); - VectorSubtract(&verts[9], e->origin, temp); - //VectorNormalize(temp); - VectorMA(&verts[9], projectdistance, temp, &verts[9]); - -#if 0 - VectorSubtract(&verts[0], &verts[3], temp); - VectorSubtract(&verts[6], &verts[3], temp2); - CrossProduct(temp, temp2, temp3); - VectorNormalize(temp3); - if (DotProduct(surf->poly_center, temp3) > DotProduct(&verts[0], temp3)) - { - VectorCopy(v0, &verts[0]); - VectorCopy(v1, &verts[3]); - VectorCopy(v1, &verts[6]); - VectorCopy(v0, &verts[9]); - VectorSubtract(&verts[6], e->origin, temp); - //VectorNormalize(temp); - VectorMA(&verts[6], projectdistance, temp, &verts[6]); - VectorSubtract(&verts[9], e->origin, temp); - //VectorNormalize(temp); - VectorMA(&verts[9], projectdistance, temp, &verts[9]); - Con_Printf("flipped shadow volume edge %8p %i\n", surf, l); - } -#endif - - Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, 4, verts); - } - } - } -#endif -#endif e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume); for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next) l += mesh->numtriangles; @@ -1401,20 +1174,104 @@ void R_Shadow_FreeSelectedWorldLight(void) } } +void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca) +{ + rmeshstate_t m; + float diff[3]; + + if (fogenabled) + { + VectorSubtract(origin, r_origin, diff); + ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } + + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = texnum; + R_Mesh_Matrix(&r_identitymatrix); + R_Mesh_State(&m); + + GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0; + varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1; + varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1; + varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0; + varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale; + varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale; + varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale; + varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale; + varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale; + varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale; + varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale; + varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale; + varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale; + varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale; + varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale; + varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale; + R_Mesh_Draw(4, 2, polygonelements); +} + +void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) +{ + cachepic_t *pic; + pic = Draw_CachePic("gfx/crosshair1.tga"); + if (pic) + R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5); +} + +void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) +{ + float intensity; + const worldlight_t *light; + light = calldata1; + intensity = 0.5; + if (light->selected) + intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); + if (light->shadowvolume) + R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5); + else + R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5); +} + +void R_Shadow_DrawLightSprites(void) +{ + int i, texnums[5]; + cachepic_t *pic; + worldlight_t *light; + + for (i = 0;i < 5;i++) + { + pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1)); + if (pic) + texnums[i] = R_GetTexture(pic->tex); + else + texnums[i] = 0; + } + + for (light = r_shadow_worldlightchain;light;light = light->next) + R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]); + R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0); +} + void R_Shadow_SelectLightInView(void) { - float bestrating, rating, temp[3], dist; + float bestrating, rating, temp[3]; worldlight_t *best, *light; best = NULL; - bestrating = 1e30; + bestrating = 0; for (light = r_shadow_worldlightchain;light;light = light->next) { VectorSubtract(light->origin, r_refdef.vieworg, temp); - dist = sqrt(DotProduct(temp, temp)); - if (DotProduct(temp, vpn) >= 0.97 * dist && bestrating > dist && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f) + rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp))); + if (rating >= 0.95) { - bestrating = dist; - best = light; + rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); + if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f) + { + bestrating = rating; + best = light; + } } } R_Shadow_SelectLight(best); @@ -1502,7 +1359,7 @@ void R_Shadow_SaveWorldLights(void) void R_Shadow_LoadLightsFile(void) { int n, a, style; - char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; + char name[MAX_QPATH], *lightsstring, *s, *t; float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; COM_StripExtension(cl.worldmodel->name, name); strcat(name, ".lights"); @@ -1659,8 +1516,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } if (light <= 0 && islight) light = 300; - radius = bound(0, light / scale, 1048576) + 15.0f; - light = bound(0, light, 1048576) * (1.0f / 256.0f); + radius = bound(15, light * r_editlights_quakelightsizescale.value / scale, 1048576); + light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f); if (color[0] == 1 && color[1] == 1 && color[2] == 1) VectorCopy(overridecolor, color); VectorScale(color, light, color); @@ -1692,20 +1549,6 @@ void R_Shadow_SetCursorLocationForView(void) r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; } -extern void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca); -void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) -{ - cachepic_t *pic; - pic = Draw_CachePic("gfx/crosshair1.tga"); - if (pic) - R_DrawCrosshairSprite(pic->tex, r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 1); -} - -void R_Shadow_DrawCursor(void) -{ - R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0); -} - void R_Shadow_UpdateLightingMode(void) { r_shadow_lightingmode = 0; @@ -1722,9 +1565,9 @@ void R_Shadow_UpdateWorldLightSelection(void) { if (r_editlights.integer) { - R_Shadow_SelectLightInView(); R_Shadow_SetCursorLocationForView(); - R_Shadow_DrawCursor(); + R_Shadow_SelectLightInView(); + R_Shadow_DrawLightSprites(); } else R_Shadow_SelectLight(NULL); @@ -1737,11 +1580,7 @@ void R_Shadow_EditLights_Clear_f(void) void R_Shadow_EditLights_Reload_f(void) { - if (cl.worldmodel) - { - R_Shadow_ClearWorldLights(); - R_Shadow_LoadWorldLights(); - } + r_shadow_reloadlights = true; } void R_Shadow_EditLights_Save_f(void) @@ -1891,6 +1730,7 @@ void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_cursorpushback); Cvar_RegisterVariable(&r_editlights_cursorpushoff); Cvar_RegisterVariable(&r_editlights_cursorgrid); + Cvar_RegisterVariable(&r_editlights_quakelightsizescale); Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f); Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f); Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);