X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=b2408c279ff2d3c8bf39ce62defd1d71ea32d005;hp=fe2e6af389819823b8006e676ebfdd3285a28405;hb=2c9a5ab6c19379d987f0ac0a284e86833fc33770;hpb=953b5703b6b003beb3818593d86ed8784915780d diff --git a/r_shadow.c b/r_shadow.c index fe2e6af3..b2408c27 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -210,7 +210,6 @@ cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_wo cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"}; cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"}; cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"}; -cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"}; cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"}; @@ -223,7 +222,7 @@ cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "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"}; @@ -427,9 +426,9 @@ const char *builtinshader_light_frag = 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; @@ -614,13 +613,12 @@ void R_Shadow_Help_f(void) "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_realtime_world_compile : compile surface/visibility information\n" -"r_shadow_realtime_world_compilelight : compile lighting geometry\n" "r_shadow_realtime_world_compileshadow : compile shadow geometry\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_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" @@ -655,7 +653,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); Cvar_RegisterVariable(&r_shadow_realtime_world_compile); - Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight); Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); @@ -668,7 +665,7 @@ void R_Shadow_Init(void) 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) @@ -1055,7 +1052,7 @@ void R_Shadow_ValidateCvars(void) } // light currently being rendered -static rtlight_t *r_shadow_rtlight; +rtlight_t *r_shadow_rtlight; // light filter cubemap being used by the light static rtexture_t *r_shadow_lightcubemap; @@ -1224,7 +1221,7 @@ void R_Shadow_Stage_Lighting(int stenciltest) 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 @@ -1604,28 +1601,6 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, float color[3], color2[3], colorscale, specularscale; rmeshstate_t m; // FIXME: support MATERIALFLAG_NODEPTHTEST - if (!basetexture) - basetexture = r_texture_white; - if (!bumptexture) - bumptexture = r_texture_blanknormalmap; - if (!pantstexture) - lightcolorpants = vec3_origin; - if (!shirttexture) - lightcolorshirt = vec3_origin; - if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) - specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value; - else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) - { - glosstexture = r_texture_white; - specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value; - } - else - { - glosstexture = r_texture_black; - specularscale = 0; - } - if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001) - return; if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING) { int passes = 0; @@ -1634,18 +1609,18 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, // 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); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, 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_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL); passes++; } else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil) { // 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); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, 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_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL); if (r_shadow_rtlight->ambientscale) { colorscale = r_shadow_rtlight->ambientscale; @@ -1720,9 +1695,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 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); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, 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_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL); if (r_shadow_rtlight->ambientscale) { VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2); @@ -1753,9 +1728,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, // 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); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, 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_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL); R_Mesh_VertexPointer(vertex3f); R_Mesh_TexCoordPointer(0, 2, texcoord2f); R_Mesh_TexCoordPointer(1, 3, svector3f); @@ -1779,9 +1754,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 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); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, 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_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL); if (r_shadow_rtlight->ambientscale) { GL_Color(1,1,1,1); @@ -2472,9 +2447,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { // 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); + R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, 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_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL); if (r_shadow_rtlight->ambientscale) { GL_BlendFunc(GL_ONE, GL_ONE); @@ -2635,7 +2610,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) void R_RTLight_Compile(rtlight_t *rtlight) { - int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces; + int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces; entity_render_t *ent = r_refdef.worldentity; model_t *model = r_refdef.worldmodel; qbyte *data; @@ -2681,12 +2656,6 @@ void R_RTLight_Compile(rtlight_t *rtlight) 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) - { - rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); - model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist); - rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false); - } // switch back to rendering when DrawShadowVolume or DrawLight is called r_shadow_compilingrtlight = NULL; } @@ -2708,19 +2677,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) } } - lightmeshes = 0; - lighttris = 0; - if (rtlight->static_meshchain_light) - { - shadowmesh_t *mesh; - for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - { - lightmeshes++; - lighttris += mesh->numtriangles; - } - } - - Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes); + Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes); } void R_RTLight_Uncompile(rtlight_t *rtlight) @@ -2730,9 +2687,6 @@ void R_RTLight_Uncompile(rtlight_t *rtlight) if (rtlight->static_meshchain_shadow) Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow); rtlight->static_meshchain_shadow = NULL; - if (rtlight->static_meshchain_light) - Mod_ShadowMesh_Free(rtlight->static_meshchain_light); - rtlight->static_meshchain_light = NULL; // these allocations are grouped if (rtlight->static_leaflist) Mem_Free(rtlight->static_leaflist); @@ -2806,13 +2760,12 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num } } -void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist) +void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist) { - shadowmesh_t *mesh; // set up properties for rendering light onto this entity - r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha; - r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha; - r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha; + r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha; + r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha; + r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha; Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); @@ -2830,15 +2783,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l } } if (ent == r_refdef.worldentity) - { - if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer) - { - for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular); - } - else - ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist); - } + ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist); else ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist); } @@ -2857,12 +2802,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) entity_render_t *shadowentities[MAX_EDICTS]; // skip lights that don't light (corona only lights) - if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01) + if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f)) 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) + if (VectorLength2(lightcolor) < (1.0f / 32768.0f)) return; /* if (rtlight->selected) @@ -3363,7 +3308,7 @@ void R_Shadow_LoadWorldLights(void) 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]; @@ -3386,7 +3331,7 @@ void R_Shadow_SaveWorldLights(void) 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; @@ -3405,7 +3350,7 @@ void R_Shadow_SaveWorldLights(void) } } if (bufchars) - FS_WriteFile(name, buf, bufchars); + FS_WriteFile(name, buf, (fs_offset_t)bufchars); if (buf) Mem_Free(buf); } @@ -3585,7 +3530,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { originhack[0] = 0; originhack[1] = 0; - originhack[2] = 48; + originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; @@ -3594,7 +3539,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { originhack[0] = 0; originhack[1] = 0; - originhack[2] = 40; + originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; @@ -3603,7 +3548,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { originhack[0] = 0; originhack[1] = 0; - originhack[2] = 40; + originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; @@ -3612,7 +3557,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { originhack[0] = 0; originhack[1] = 0; - originhack[2] = 40; + originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; @@ -3621,6 +3566,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } 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)) @@ -3628,12 +3579,6 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) 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; @@ -3697,6 +3642,10 @@ void R_Shadow_SetCursorLocationForView(void) 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; r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;