X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=f5d07e3172e2c81a3f3bffc64ba0076392f38280;hp=1e3f3ec55a93b53d205c0abe43b922cf0272b2f0;hb=2d72ce3837ec27364107a13c42ac21a31775621e;hpb=ef35a088cb3ab1900acdbd5285465cd845368e79 diff --git a/r_shadow.c b/r_shadow.c index 1e3f3ec5..f5d07e31 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -14,7 +14,16 @@ did not intersect the visible geometry, suitable as a stencil mask for rendering lighting everywhere but shadow. In our case we use a biased stencil clear of 128 to avoid requiring the -stencil wrap extension (but probably should support it). +stencil wrap extension (but probably should support it), and to address +Creative's patent on this sort of technology we also draw the frontfaces +first, and backfaces second (decrement, increment). + +Patent warning: +This algorithm may be covered by Creative's patent (US Patent #6384822) +on Carmack's Reverse paper (which I have not read), however that patent +seems to be about drawing a stencil shadow from a model in an otherwise +unshadowed scene, where as realtime lighting technology draws light where +shadows do not lie. @@ -106,6 +115,7 @@ the (currently upcoming) game Doom3. #include "r_shadow.h" #include "cl_collision.h" #include "portals.h" +#include "image.h" extern void R_Shadow_EditLights_Init(void); @@ -138,6 +148,10 @@ rtexture_t *r_shadow_blankbumptexture; rtexture_t *r_shadow_blankglosstexture; rtexture_t *r_shadow_blankwhitetexture; +// used only for light filters (cubemaps) +rtexturepool_t *r_shadow_filters_texturepool; + +cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"}; cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"}; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; @@ -151,11 +165,15 @@ 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_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; -cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"}; +cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"}; +cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; +cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"}; +cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"}; +cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"}; int c_rt_lights, c_rt_clears, c_rt_scissored; int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris; @@ -187,6 +205,7 @@ void r_shadow_start(void) r_shadow_blankglosstexture = NULL; r_shadow_blankwhitetexture = NULL; r_shadow_texturepool = NULL; + r_shadow_filters_texturepool = NULL; R_Shadow_ClearWorldLights(); r_shadow_reloadlights = true; } @@ -202,6 +221,7 @@ void r_shadow_shutdown(void) r_shadow_blankglosstexture = NULL; r_shadow_blankwhitetexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); + R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; shadowelements = NULL; maxvertexupdate = 0; @@ -220,12 +240,45 @@ void r_shadow_newmap(void) r_shadow_reloadlights = true; } +void R_Shadow_Help_f(void) +{ + Con_Printf( +"Documentation on r_shadow system:\n" +"Settings:\n" +"r_shadow_lightattenuationpower : used to generate attenuation texture\n" +"r_shadow_lightattenuationscale : used to generate attenuation texture\n" +"r_shadow_lightintensityscale : scale rendering brightness of all lights\n" +"r_shadow_realtime_world : use realtime world light rendering\n" +"r_shadow_realtime_dlight : use high quality dlight rendering\n" +"r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n" +"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" +"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" +"r_shadow_glossintensity : brightness of textured gloss\n" +"r_shadow_gloss2intensity : brightness of forced gloss\n" +"r_shadow_debuglight : render only this light number (-1 = all)\n" +"r_shadow_scissor : use scissor optimization\n" +"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n" +"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n" +"r_shadow_polygonfactor : nudge shadow volumes closer/further\n" +"r_shadow_polygonoffset : nudge shadow volumes closer/further\n" +"r_shadow_portallight : use portal visibility for static light precomputation\n" +"r_shadow_projectdistance : shadow volume projection distance\n" +"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" +"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n" +"r_shadow_worldshadows : enable world shadows\n" +"r_shadow_dlightshadows : enable dlight shadows\n" +"Commands:\n" +"r_shadow_help : this help\n" + ); +} + void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_lightattenuationpower); Cvar_RegisterVariable(&r_shadow_lightattenuationscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_realtime_world); + Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); Cvar_RegisterVariable(&r_shadow_realtime_dlight); Cvar_RegisterVariable(&r_shadow_visiblevolumes); Cvar_RegisterVariable(&r_shadow_gloss); @@ -235,15 +288,40 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); + Cvar_RegisterVariable(&r_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); + Cvar_RegisterVariable(&r_shadow_worldshadows); + Cvar_RegisterVariable(&r_shadow_dlightshadows); + Cvar_RegisterVariable(&r_shadow_showtris); + Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f); R_Shadow_EditLights_Init(); R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } +matrix4x4_t matrix_attenuationxyz = +{ + { + {0.5, 0.0, 0.0, 0.5}, + {0.0, 0.5, 0.0, 0.5}, + {0.0, 0.0, 0.5, 0.5}, + {0.0, 0.0, 0.0, 1.0} + } +}; + +matrix4x4_t matrix_attenuationz = +{ + { + {0.0, 0.0, 0.5, 0.5}, + {0.0, 0.0, 0.0, 0.0}, + {0.0, 0.0, 0.0, 0.0}, + {0.0, 0.0, 0.0, 1.0} + } +}; + void R_Shadow_ResizeTriangleFacingLight(int numtris) { // make sure trianglefacinglight is big enough for this volume @@ -592,15 +670,15 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el GL_VertexPointer(varray_vertex3f2); if (r_shadowstage == SHADOWSTAGE_STENCIL) { - // increment stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - R_Mesh_Draw(outverts, tris, shadowelements); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtris; // decrement stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + R_Mesh_Draw(outverts, tris, shadowelements); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtris; + // increment stencil if backface is behind depthbuffer + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } R_Mesh_Draw(outverts, tris, shadowelements); c_rt_shadowmeshes++; @@ -613,9 +691,9 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) shadowmesh_t *mesh; if (r_shadowstage == SHADOWSTAGE_STENCIL) { - // increment stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + // decrement stencil if frontface is behind depthbuffer + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); for (mesh = firstmesh;mesh;mesh = mesh->next) { GL_VertexPointer(mesh->vertex3f); @@ -623,9 +701,9 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) c_rtcached_shadowmeshes++; c_rtcached_shadowtris += mesh->numtriangles; } - // decrement stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + // increment stencil if backface is behind depthbuffer + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } for (mesh = firstmesh;mesh;mesh = mesh->next) { @@ -772,7 +850,6 @@ void R_Shadow_Stage_Begin(void) if (r_shadow_texture3d.integer && !gl_texture3d) Cvar_SetValueQuick(&r_shadow_texture3d, 0); - //cl.worldmodel->brushq1.numlights = min(cl.worldmodel->brushq1.numlights, 1); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) || r_shadow_lightattenuationpower.value != r_shadow_attenpower @@ -785,7 +862,8 @@ void R_Shadow_Stage_Begin(void) GL_DepthTest(true); R_Mesh_State_Texture(&m); GL_Color(0, 0, 0, 1); - qglDisable(GL_SCISSOR_TEST); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); r_shadowstage = SHADOWSTAGE_NONE; c_rt_lights = c_rt_clears = c_rt_scissored = 0; @@ -819,14 +897,16 @@ void R_Shadow_Stage_ShadowVolumes(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - if (r_shadow_polygonoffset.value != 0) - { - qglPolygonOffset(1.0f, r_shadow_polygonoffset.value); - qglEnable(GL_POLYGON_OFFSET_FILL); - } - else - qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value); + //if (r_shadow_polygonoffset.value != 0) + //{ + // qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value); + // qglEnable(GL_POLYGON_OFFSET_FILL); + //} + //else + // qglDisable(GL_POLYGON_OFFSET_FILL); qglDepthFunc(GL_LESS); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); @@ -850,10 +930,12 @@ void R_Shadow_Stage_LightWithoutShadows(void) GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(0, 0); + //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_EQUAL, 128, 0xFF); @@ -869,10 +951,12 @@ void R_Shadow_Stage_LightWithShadows(void) GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(0, 0); + //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw light where this geometry was already rendered AND the @@ -890,158 +974,19 @@ void R_Shadow_Stage_End(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); - qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(0, 0); + //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); - qglDisable(GL_SCISSOR_TEST); + GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); qglDepthFunc(GL_LEQUAL); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); r_shadowstage = SHADOWSTAGE_NONE; } -#if 0 -int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius) -{ - int i, ix1, iy1, ix2, iy2; - float x1, y1, x2, y2, x, y; - vec3_t smins, smaxs; - vec4_t v, v2; - if (!r_shadow_scissor.integer) - return false; - // if view is inside the box, just say yes it's visible - if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0] - && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1] - && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2]) - { - qglDisable(GL_SCISSOR_TEST); - return false; - } - VectorSubtract(r_origin, origin, v); - if (DotProduct(v, v) < radius * radius) - { - qglDisable(GL_SCISSOR_TEST); - return false; - } - // create viewspace bbox - for (i = 0;i < 8;i++) - { - v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0]; - v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1]; - v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2]; - v2[0] = DotProduct(v, vright); - v2[1] = DotProduct(v, vup); - v2[2] = DotProduct(v, vpn); - if (i) - { - if (smins[0] > v2[0]) smins[0] = v2[0]; - if (smaxs[0] < v2[0]) smaxs[0] = v2[0]; - if (smins[1] > v2[1]) smins[1] = v2[1]; - if (smaxs[1] < v2[1]) smaxs[1] = v2[1]; - if (smins[2] > v2[2]) smins[2] = v2[2]; - if (smaxs[2] < v2[2]) smaxs[2] = v2[2]; - } - else - { - smins[0] = smaxs[0] = v2[0]; - smins[1] = smaxs[1] = v2[1]; - smins[2] = smaxs[2] = v2[2]; - } - } - // now we have a bbox in viewspace - // clip it to the viewspace version of the sphere - v[0] = origin[0] - r_origin[0]; - v[1] = origin[1] - r_origin[1]; - v[2] = origin[2] - r_origin[2]; - v2[0] = DotProduct(v, vright); - v2[1] = DotProduct(v, vup); - v2[2] = DotProduct(v, vpn); - if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius; - if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius; - if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius; - if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius; - if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius; - if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius; - // clip it to the view plane - if (smins[2] < 1) - smins[2] = 1; - // return true if that culled the box - if (smins[2] >= smaxs[2]) - return true; - // ok some of it is infront of the view, transform each corner back to - // worldspace and then to screenspace and make screen rect - // initialize these variables just to avoid compiler warnings - x1 = y1 = x2 = y2 = 0; - for (i = 0;i < 8;i++) - { - v2[0] = (i & 1) ? smins[0] : smaxs[0]; - v2[1] = (i & 2) ? smins[1] : smaxs[1]; - v2[2] = (i & 4) ? smins[2] : smaxs[2]; - v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0]; - v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1]; - v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2]; - v[3] = 1.0f; - GL_TransformToScreen(v, v2); - //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); - x = v2[0]; - y = v2[1]; - if (i) - { - if (x1 > x) x1 = x; - if (x2 < x) x2 = x; - if (y1 > y) y1 = y; - if (y2 < y) y2 = y; - } - else - { - x1 = x2 = x; - y1 = y2 = y; - } - } - /* - // this code doesn't handle boxes with any points behind view properly - x1 = 1000;x2 = -1000; - y1 = 1000;y2 = -1000; - for (i = 0;i < 8;i++) - { - v[0] = (i & 1) ? mins[0] : maxs[0]; - v[1] = (i & 2) ? mins[1] : maxs[1]; - v[2] = (i & 4) ? mins[2] : maxs[2]; - v[3] = 1.0f; - GL_TransformToScreen(v, v2); - //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); - if (v2[2] > 0) - { - x = v2[0]; - y = v2[1]; - - if (x1 > x) x1 = x; - if (x2 < x) x2 = x; - if (y1 > y) y1 = y; - if (y2 < y) y2 = y; - } - } - */ - ix1 = x1 - 1.0f; - iy1 = y1 - 1.0f; - ix2 = x2 + 1.0f; - iy2 = y2 + 1.0f; - //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); - if (ix1 < r_refdef.x) ix1 = r_refdef.x; - if (iy1 < r_refdef.y) iy1 = r_refdef.y; - if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width; - if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height; - if (ix2 <= ix1 || iy2 <= iy1) - return true; - // set up the scissor rectangle - qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - qglEnable(GL_SCISSOR_TEST); - c_rt_scissored++; - return false; -} -#endif - int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { int i, ix1, iy1, ix2, iy2; @@ -1053,14 +998,14 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // if view is inside the box, just say yes it's visible // LordHavoc: for some odd reason scissor seems broken without stencil // (?!? seems like a driver bug) so abort if gl_stencil is false - if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs)) + if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) { - qglDisable(GL_SCISSOR_TEST); + GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); return false; } for (i = 0;i < 3;i++) { - if (vpn[i] >= 0) + if (r_viewforward[i] >= 0) { v[i] = mins[i]; v2[i] = maxs[i]; @@ -1071,13 +1016,13 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) v2[i] = mins[i]; } } - f = DotProduct(vpn, r_origin) + 1; - if (DotProduct(vpn, v2) <= f) + f = DotProduct(r_viewforward, r_vieworigin) + 1; + if (DotProduct(r_viewforward, v2) <= f) { // entirely behind nearclip plane return true; } - if (DotProduct(vpn, v) >= f) + if (DotProduct(r_viewforward, v) >= f) { // entirely infront of nearclip plane x1 = y1 = x2 = y2 = 0; @@ -1112,12 +1057,12 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // create viewspace bbox for (i = 0;i < 8;i++) { - v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0]; - v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1]; - v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2]; - v2[0] = DotProduct(v, vright); - v2[1] = DotProduct(v, vup); - v2[2] = DotProduct(v, vpn); + v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0]; + v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1]; + v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2]; + v2[0] = -DotProduct(v, r_viewleft); + v2[1] = DotProduct(v, r_viewup); + v2[2] = DotProduct(v, r_viewforward); if (i) { if (smins[0] > v2[0]) smins[0] = v2[0]; @@ -1150,9 +1095,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) v2[0] = (i & 1) ? smins[0] : smaxs[0]; v2[1] = (i & 2) ? smins[1] : smaxs[1]; v2[2] = (i & 4) ? smins[2] : smaxs[2]; - v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0]; - v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1]; - v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2]; + v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0]; + v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1]; + v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2]; v[3] = 1.0f; GL_TransformToScreen(v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); @@ -1208,8 +1153,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) if (ix2 <= ix1 || iy2 <= iy1) return true; // set up the scissor rectangle - qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - qglEnable(GL_SCISSOR_TEST); + GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1); + //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); + //qglEnable(GL_SCISSOR_TEST); c_rt_scissored++; return false; } @@ -1334,7 +1280,7 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co } } -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) +void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) { int renders; float color[3], color2[3]; @@ -1372,15 +1318,17 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + } R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); @@ -1422,15 +1370,17 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + } R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); @@ -1469,7 +1419,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element qglColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); @@ -1507,15 +1457,17 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + } R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); @@ -1560,15 +1512,17 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + } R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); @@ -1587,7 +1541,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element GL_DepthMask(false); GL_DepthTest(true); GL_ColorPointer(varray_color4f); - VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; @@ -1605,9 +1559,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); if (r_textureunits.integer >= 2) - R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter); + R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight); else - R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter); + R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1615,7 +1569,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element } } -void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) +void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) { int renders; float color[3], color2[3], colorscale; @@ -1626,7 +1580,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen glosstexture = r_shadow_blankglosstexture; if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)) { - colorscale = r_colorscale * r_shadow_glossintensity.value; + colorscale = r_shadow_glossintensity.value; if (!bumptexture) bumptexture = r_shadow_blankbumptexture; if (glosstexture == r_shadow_blankglosstexture) @@ -1678,14 +1632,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + } m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1800,14 +1756,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); + m.pointer_texcoord[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); + } m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; R_Mesh_State_Texture(&m); qglColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { @@ -1823,10 +1781,72 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen } } -void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light) +void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix) { R_Mesh_Matrix(matrix); - R_Shadow_RenderShadowMeshVolume(light->shadowvolume); + if (r_shadow_showtris.integer) + { + shadowmesh_t *mesh; + rmeshstate_t m; + int depthenabled = qglIsEnabled(GL_DEPTH_TEST); + int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); + qglDisable(GL_DEPTH_TEST); + qglDisable(GL_STENCIL_TEST); + //qglDisable(GL_CULL_FACE); + qglColorMask(1,1,1,1); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + GL_Color(0,0.1,0,1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next) + { + GL_VertexPointer(mesh->vertex3f); + R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + //qglEnable(GL_CULL_FACE); + if (depthenabled) + qglEnable(GL_DEPTH_TEST); + if (stencilenabled) + { + qglEnable(GL_STENCIL_TEST); + qglColorMask(0,0,0,0); + } + } + R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow); +} + +void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +{ + shadowmesh_t *mesh; + R_Mesh_Matrix(matrix); + if (r_shadow_showtris.integer) + { + rmeshstate_t m; + int depthenabled = qglIsEnabled(GL_DEPTH_TEST); + int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); + qglDisable(GL_DEPTH_TEST); + qglDisable(GL_STENCIL_TEST); + //qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + GL_Color(0.2,0,0,1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + for (mesh = light->meshchain_light;mesh;mesh = mesh->next) + { + GL_VertexPointer(mesh->vertex3f); + R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + //qglEnable(GL_CULL_FACE); + if (depthenabled) + qglEnable(GL_DEPTH_TEST); + if (stencilenabled) + qglEnable(GL_STENCIL_TEST); + } + for (mesh = light->meshchain_light;mesh;mesh = mesh->next) + { + R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap); + R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap); + } } cvar_t r_editlights = {0, "r_editlights", "0"}; @@ -1841,17 +1861,136 @@ worldlight_t *r_shadow_worldlightchain; worldlight_t *r_shadow_selectedlight; 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 castshadow) +static int lightpvsbytes; +static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8]; +static qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8]; + +typedef struct cubemapinfo_s +{ + char basename[64]; + rtexture_t *texture; +} +cubemapinfo_t; + +#define MAX_CUBEMAPS 128 +static int numcubemaps; +static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; + +//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; +typedef struct suffixinfo_s +{ + char *suffix; + int flipx, flipy, flipdiagonal; +} +suffixinfo_t; +static suffixinfo_t suffix[3][6] = +{ + { + {"posx", false, false, false}, + {"negx", false, false, false}, + {"posy", false, false, false}, + {"negy", false, false, false}, + {"posz", false, false, false}, + {"negz", false, false, false} + }, + { + {"px", false, false, false}, + {"nx", false, false, false}, + {"py", false, false, false}, + {"ny", false, false, false}, + {"pz", false, false, false}, + {"nz", false, false, false} + }, + { + {"ft", true, false, true}, + {"bk", false, true, true}, + {"lf", true, true, false}, + {"rt", false, false, false}, + {"up", false, false, false}, + {"dn", false, false, false} + } +}; + +static int componentorder[4] = {0, 1, 2, 3}; + +rtexture_t *R_Shadow_LoadCubemap(const char *basename) +{ + int i, j, cubemapsize; + qbyte *cubemappixels, *image_rgba; + rtexture_t *cubemaptexture; + char name[256]; + // must start 0 so the first loadimagepixels has no requested width/height + cubemapsize = 0; + cubemappixels = NULL; + cubemaptexture = NULL; + for (j = 0;j < 3 && !cubemappixels;j++) + { + for (i = 0;i < 6;i++) + { + snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); + if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) + { + if (image_width == image_height) + { + if (!cubemappixels && image_width >= 1) + { + cubemapsize = image_width; + // note this clears to black, so unavailable sizes are black + cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); + } + if (cubemappixels) + Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); + } + else + Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); + Mem_Free(image_rgba); + } + } + } + if (cubemappixels) + { + if (!r_shadow_filters_texturepool) + r_shadow_filters_texturepool = R_AllocTexturePool(); + cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + Mem_Free(cubemappixels); + } + else + { + Con_Printf("Failed to load Cubemap \"%s\", tried ", basename); + for (j = 0;j < 3;j++) + for (i = 0;i < 6;i++) + Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); + Con_Printf(" and was unable to find any of them.\n"); + } + return cubemaptexture; +} + +rtexture_t *R_Shadow_Cubemap(const char *basename) +{ + int i; + for (i = 0;i < numcubemaps;i++) + if (!strcasecmp(cubemaps[i].basename, basename)) + return cubemaps[i].texture; + if (i >= MAX_CUBEMAPS) + return NULL; + numcubemaps++; + strcpy(cubemaps[i].basename, basename); + cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); + return cubemaps[i].texture; +} + +void R_Shadow_FreeCubemaps(void) +{ + numcubemaps = 0; + R_FreeTexturePool(&r_shadow_filters_texturepool); +} + +void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname) { - int i, j, k, l, maxverts = 256, *mark, tris; - float *vertex3f = NULL; + int i, j, k, l, maxverts = 256, tris; + float *vertex3f = NULL, mins[3], maxs[3]; worldlight_t *e; - shadowmesh_t *mesh, *castmesh; - mleaf_t *leaf; - msurface_t *surf; - qbyte *pvs; - surfmesh_t *surfmesh; + shadowmesh_t *mesh, *castmesh = NULL; if (radius < 15 || DotProduct(color, color) < 0.03) { @@ -1861,21 +2000,28 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t)); VectorCopy(origin, e->origin); - VectorCopy(color, e->light); - e->lightradius = radius; + VectorCopy(angles, e->angles); + VectorCopy(color, e->color); + e->radius = radius; e->style = style; if (e->style < 0 || e->style >= MAX_LIGHTSTYLES) { Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES); e->style = 0; } - e->castshadows = castshadow; + e->drawshadows = shadowenable; + e->corona = corona; - e->cullradius = e->lightradius; + Matrix4x4_CreateFromQuakeEntity(&e->matrix_lighttoworld, e->origin[0], e->origin[1], e->origin[2], e->angles[0], e->angles[1], e->angles[2], e->radius); + Matrix4x4_Invert_Simple(&e->matrix_worldtolight, &e->matrix_lighttoworld); + Matrix4x4_Concat(&e->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &e->matrix_worldtolight); + Matrix4x4_Concat(&e->matrix_worldtoattenuationz, &matrix_attenuationz, &e->matrix_worldtolight); + + e->cullradius = e->radius; for (k = 0;k < 3;k++) { - e->mins[k] = e->origin[k] - e->lightradius; - e->maxs[k] = e->origin[k] + e->lightradius; + mins[k] = e->origin[k] - e->radius; + maxs[k] = e->origin[k] + e->radius; } e->next = r_shadow_worldlightchain; @@ -1884,148 +2030,228 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style { e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1); strcpy(e->cubemapname, cubemapname); - // FIXME: add cubemap loading (and don't load a cubemap twice) + e->cubemap = R_Shadow_Cubemap(e->cubemapname); } + // FIXME: rewrite this to store ALL geometry into a cache in the light + if (e->drawshadows) + castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); if (cl.worldmodel) { - castshadowcount++; - i = CL_PointContents(e->origin); - if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY) + lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightfullpvs, sizeof(lightfullpvs)); + memset(lightpvs, 0, lightpvsbytes); + if (cl.worldmodel->brushq3.num_leafs) + { + q3mleaf_t *leaf; + q3mface_t *face; + + // make a pvs that only includes things within the box + for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++) + if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + SETPVSBIT(lightpvs, leaf->clusterindex); + + // make a cluster list for fast visibility checking during rendering + for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq3.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + e->numclusters++; + e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int)); + for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq3.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + e->clusterindices[e->numclusters++] = i; + + VectorCopy(e->origin, e->mins); + VectorCopy(e->origin, e->maxs); + for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) + face->lighttemp_castshadow = false; + for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++) + { + if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + { + for (k = 0;k < 3;k++) + { + if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; + if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + } + for (j = 0;j < leaf->numleaffaces;j++) + { + face = leaf->firstleafface[j]; + if (BoxesOverlap(face->mins, face->maxs, mins, maxs)) + face->lighttemp_castshadow = true; + } + } + } + + // add surfaces to shadow casting mesh and light mesh + for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) + { + if (face->lighttemp_castshadow) + { + face->lighttemp_castshadow = false; + if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY))) + { + if (e->drawshadows) + if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i); + if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i); + } + } + } + } + else if (cl.worldmodel->brushq1.num_leafs) { - qbyte *byteleafpvs; - qbyte *bytesurfacepvs; + mleaf_t *leaf; + msurface_t *surf; + VectorCopy(e->origin, e->mins); + VectorCopy(e->origin, e->maxs); + i = CL_PointQ1Contents(e->origin); - byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs + 1); - bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces); + for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) + surf->lighttemp_castshadow = false; - Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin)); + if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY) + { + qbyte *byteleafpvs; + qbyte *bytesurfacepvs; - for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) - if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs)) - leaf->worldnodeframe = castshadowcount; + byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs); + bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces); - for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++) - if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs)) - surf->castshadow = castshadowcount; + Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs); - Mem_Free(byteleafpvs); - Mem_Free(bytesurfacepvs); - } - else - { - leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, origin); - pvs = cl.worldmodel->brushq1.LeafPVS(cl.worldmodel, leaf); - for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) + // make a pvs that only includes things within the box + for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) + { + if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + { + SETPVSBIT(lightpvs, leaf->clusterindex); + for (k = 0;k < 3;k++) + { + if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; + if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + } + } + } + + for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++) + if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs)) + surf->lighttemp_castshadow = true; + + Mem_Free(byteleafpvs); + Mem_Free(bytesurfacepvs); + + // make a cluster list for fast visibility checking during rendering + for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + e->numclusters++; + e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int)); + for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + e->clusterindices[e->numclusters++] = i; + } + else { - if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs)) + for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) { - leaf->worldnodeframe = castshadowcount; - for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++) + if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) { - surf = cl.worldmodel->brushq1.surfaces + *mark; - if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs)) - surf->castshadow = castshadowcount; + // make a pvs that only includes things within the box + SETPVSBIT(lightpvs, leaf->clusterindex); + for (k = 0;k < 3;k++) + { + if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; + if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + } + for (j = 0;j < leaf->nummarksurfaces;j++) + { + surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j]; + if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs)) + surf->lighttemp_castshadow = true; + } } } + + // make a pvs that only includes things within the box + for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) + if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + SETPVSBIT(lightpvs, leaf->clusterindex); + + // make a cluster list for fast visibility checking during rendering + for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + e->numclusters++; + e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int)); + for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + e->clusterindices[e->numclusters++] = i; } - } - e->numleafs = 0; - for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) - if (leaf->worldnodeframe == castshadowcount) - e->numleafs++; - e->numsurfaces = 0; - for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) - if (surf->castshadow == castshadowcount) - e->numsurfaces++; - - if (e->numleafs) - e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *)); - if (e->numsurfaces) - e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *)); - e->numleafs = 0; - for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) - if (leaf->worldnodeframe == castshadowcount) - e->leafs[e->numleafs++] = leaf; - e->numsurfaces = 0; - for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) - if (surf->castshadow == castshadowcount) - e->surfaces[e->numsurfaces++] = surf; - - // find bounding box of lit leafs - VectorCopy(e->origin, e->mins); - VectorCopy(e->origin, e->maxs); - for (j = 0;j < e->numleafs;j++) - { - leaf = e->leafs[j]; - for (k = 0;k < 3;k++) + // add surfaces to shadow casting mesh and light mesh + for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) { - if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; - if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + if (surf->lighttemp_castshadow) + { + surf->lighttemp_castshadow = false; + if (e->drawshadows && (surf->flags & SURF_SHADOWCAST)) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i); + if (!(surf->flags & SURF_DRAWSKY)) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i); + } } } + } - for (k = 0;k < 3;k++) + // limit box to light bounds (in case it grew larger) + for (k = 0;k < 3;k++) + { + if (e->mins[k] < e->origin[k] - e->radius) e->mins[k] = e->origin[k] - e->radius; + if (e->maxs[k] > e->origin[k] + e->radius) e->maxs[k] = e->origin[k] + e->radius; + } + e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin); + + // cast shadow volume from castmesh + castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true); + if (castmesh) + { + maxverts = 0; + for (mesh = castmesh;mesh;mesh = mesh->next) { - if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius; - if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius; + R_Shadow_ResizeShadowElements(mesh->numtriangles); + maxverts = max(maxverts, mesh->numverts * 2); } - e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin); - if (e->castshadows) + if (maxverts > 0) { - castshadowcount++; - for (j = 0;j < e->numsurfaces;j++) - { - surf = e->surfaces[j]; - if (surf->flags & SURF_SHADOWCAST) - { - surf->castshadow = castshadowcount; - if (maxverts < surf->poly_numverts) - maxverts = surf->poly_numverts; - } - } - e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768); - // make a mesh to cast a shadow volume from - castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768); - for (j = 0;j < e->numsurfaces;j++) - if (e->surfaces[j]->castshadow == castshadowcount) - for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i); - castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh); - - // cast shadow volume from castmesh + vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3])); + // now that we have the buffers big enough, construct and add + // the shadow volume mesh + if (e->drawshadows) + e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); for (mesh = castmesh;mesh;mesh = mesh->next) { - R_Shadow_ResizeShadowElements(castmesh->numtriangles); - - if (maxverts < castmesh->numverts * 2) - { - maxverts = castmesh->numverts * 2; - if (vertex3f) - Mem_Free(vertex3f); - vertex3f = NULL; - } - if (vertex3f == NULL && maxverts > 0) - vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3])); - - // now that we have the buffers big enough, construct and add - // the shadow volume mesh + Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles); if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value))) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, vertex3f, tris, shadowelements); + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); } - if (vertex3f) - Mem_Free(vertex3f); + Mem_Free(vertex3f); vertex3f = NULL; - // we're done with castmesh now - Mod_ShadowMesh_Free(castmesh); - e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume); - for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next) - l += mesh->numtriangles; - Con_Printf("static shadow volume built containing %i triangles\n", l); } - } - Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces); + // we're done with castmesh now + Mod_ShadowMesh_Free(castmesh); + } + + e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false); + e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false); + + k = 0; + if (e->meshchain_shadow) + for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next) + k += mesh->numtriangles; + l = 0; + if (e->meshchain_light) + for (mesh = e->meshchain_light;mesh;mesh = mesh->next) + l += mesh->numtriangles; + Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l); } void R_Shadow_FreeWorldLight(worldlight_t *light) @@ -2037,12 +2263,10 @@ void R_Shadow_FreeWorldLight(worldlight_t *light) *lightpointer = light->next; if (light->cubemapname) Mem_Free(light->cubemapname); - if (light->shadowvolume) - Mod_ShadowMesh_Free(light->shadowvolume); - if (light->surfaces) - Mem_Free(light->surfaces); - if (light->leafs) - Mem_Free(light->leafs); + if (light->meshchain_shadow) + Mod_ShadowMesh_Free(light->meshchain_shadow); + if (light->meshchain_light) + Mod_ShadowMesh_Free(light->meshchain_light); Mem_Free(light); } @@ -2051,6 +2275,7 @@ void R_Shadow_ClearWorldLights(void) while (r_shadow_worldlightchain) R_Shadow_FreeWorldLight(r_shadow_worldlightchain); r_shadow_selectedlight = NULL; + R_Shadow_FreeCubemaps(); } void R_Shadow_SelectLight(worldlight_t *light) @@ -2067,7 +2292,7 @@ rtexture_t *lighttextures[5]; void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) { float scale = r_editlights_cursorgrid.value * 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); } void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) @@ -2078,9 +2303,9 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) intensity = 0.5; if (light->selected) intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); - if (!light->shadowvolume) + if (!light->meshchain_shadow) intensity *= 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } void R_Shadow_DrawLightSprites(void) @@ -2109,12 +2334,12 @@ void R_Shadow_SelectLightInView(void) bestrating = 0; for (light = r_shadow_worldlightchain;light;light = light->next) { - VectorSubtract(light->origin, r_refdef.vieworg, temp); - rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp))); + VectorSubtract(light->origin, r_vieworigin, temp); + rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp))); if (rating >= 0.95) { 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) + if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f) { bestrating = rating; best = light; @@ -2128,14 +2353,14 @@ void R_Shadow_LoadWorldLights(void) { int n, a, style, shadow; char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; - float origin[3], radius, color[3]; + float origin[3], radius, color[3], angles[3], corona; if (cl.worldmodel == NULL) { Con_Printf("No map loaded.\n"); return; } - FS_StripExtension(cl.worldmodel->name, name); - strcat(name, ".rtlights"); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + strlcat (name, ".rtlights", sizeof (name)); lightsstring = FS_LoadFile(name, false); if (lightsstring) { @@ -2156,7 +2381,12 @@ void R_Shadow_LoadWorldLights(void) shadow = false; t++; } - a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname); + a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]); + if (a < 13) + { + corona = 0; + VectorClear(angles); + } if (a < 9) cubemapname[0] = 0; *s = '\n'; @@ -2167,7 +2397,7 @@ void R_Shadow_LoadWorldLights(void) } VectorScale(color, r_editlights_rtlightscolorscale.value, color); radius *= r_editlights_rtlightssizescale.value; - R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow); + R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname); s++; n++; } @@ -2191,13 +2421,13 @@ void R_Shadow_SaveWorldLights(void) Con_Printf("No map loaded.\n"); return; } - FS_StripExtension(cl.worldmodel->name, name); - strcat(name, ".rtlights"); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + strlcat (name, ".rtlights", sizeof (name)); bufchars = bufmaxchars = 0; buf = NULL; for (light = r_shadow_worldlightchain;light;light = light->next) { - sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : ""); + sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->drawshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : ""); if (bufchars + (int) strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; @@ -2232,8 +2462,8 @@ void R_Shadow_LoadLightsFile(void) Con_Printf("No map loaded.\n"); return; } - FS_StripExtension(cl.worldmodel->name, name); - strcat(name, ".lights"); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + strlcat (name, ".lights", sizeof (name)); lightsstring = FS_LoadFile(name, false); if (lightsstring) { @@ -2257,7 +2487,7 @@ void R_Shadow_LoadLightsFile(void) radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f)); radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); - R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true); + R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL); s++; n++; } @@ -2271,7 +2501,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { int entnum, style, islight; char key[256], value[1024]; - float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3]; + float origin[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3]; const char *data; if (cl.worldmodel == NULL) @@ -2289,7 +2519,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) originhack[0] = originhack[1] = originhack[2] = 0; color[0] = color[1] = color[2] = 1; overridecolor[0] = overridecolor[1] = overridecolor[2] = 1; - scale = 1; + fadescale = 1; + lightscale = 1; style = 0; islight = false; while (1) @@ -2316,7 +2547,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) else if (!strcmp("color", key)) sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]); else if (!strcmp("wait", key)) - scale = atof(value); + fadescale = atof(value); else if (!strcmp("classname", key)) { if (!strncmp(value, "light", 5)) @@ -2389,17 +2620,28 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } else if (!strcmp("style", key)) style = atoi(value); + else if (cl.worldmodel->type == mod_brushq3) + { + if (!strcmp("scale", key)) + lightscale = atof(value); + if (!strcmp("fade", key)) + fadescale = atof(value); + } } if (light <= 0 && islight) light = 300; - radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576); + if (lightscale <= 0) + lightscale = 1; + if (fadescale <= 0) + fadescale = 1; + radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 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); VectorAdd(origin, originhack, origin); if (radius >= 15) - R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true); + R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL); } } @@ -2408,8 +2650,8 @@ void R_Shadow_SetCursorLocationForView(void) { vec_t dist, push, frac; vec3_t dest, endpos, normal; - VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest); - frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL); + VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest); + frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID); if (frac < 1) { dist = frac * r_editlights_cursordistance.value; @@ -2417,7 +2659,7 @@ void R_Shadow_SetCursorLocationForView(void) if (push > dist) push = dist; push = -push; - VectorMA(endpos, push, vpn, endpos); + VectorMA(endpos, push, r_viewforward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos); } r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value; @@ -2427,9 +2669,9 @@ void R_Shadow_SetCursorLocationForView(void) void R_Shadow_UpdateWorldLightSelection(void) { - R_Shadow_SetCursorLocationForView(); if (r_editlights.integer) { + R_Shadow_SetCursorLocationForView(); R_Shadow_SelectLightInView(); R_Shadow_DrawLightSprites(); } @@ -2479,13 +2721,13 @@ void R_Shadow_EditLights_Spawn_f(void) return; } color[0] = color[1] = color[2] = 1; - R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true); + R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL); } void R_Shadow_EditLights_Edit_f(void) { - vec3_t origin, color; - vec_t radius; + vec3_t origin, angles, color; + vec_t radius, corona; int style, shadows; char cubemapname[1024]; if (!r_editlights.integer) @@ -2499,19 +2741,21 @@ void R_Shadow_EditLights_Edit_f(void) return; } VectorCopy(r_shadow_selectedlight->origin, origin); - radius = r_shadow_selectedlight->lightradius; - VectorCopy(r_shadow_selectedlight->light, color); + VectorCopy(r_shadow_selectedlight->angles, angles); + VectorCopy(r_shadow_selectedlight->color, color); + radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) strcpy(cubemapname, r_shadow_selectedlight->cubemapname); else cubemapname[0] = 0; - shadows = r_shadow_selectedlight->castshadows; + shadows = r_shadow_selectedlight->drawshadows; + corona = r_shadow_selectedlight->corona; if (!strcmp(Cmd_Argv(1), "origin")) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); @@ -2522,7 +2766,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); @@ -2531,7 +2775,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] = atof(Cmd_Argv(2)); @@ -2540,7 +2784,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] = atof(Cmd_Argv(2)); @@ -2549,7 +2793,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); @@ -2560,7 +2804,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); @@ -2569,7 +2813,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] += atof(Cmd_Argv(2)); @@ -2578,16 +2822,54 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] += atof(Cmd_Argv(2)); } + if (!strcmp(Cmd_Argv(1), "angles")) + { + if (Cmd_Argc() != 5) + { + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + return; + } + angles[0] = atof(Cmd_Argv(2)); + angles[1] = atof(Cmd_Argv(3)); + angles[2] = atof(Cmd_Argv(4)); + } + else if (!strcmp(Cmd_Argv(1), "anglesx")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[0] = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "anglesy")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[1] = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "anglesz")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[2] = atof(Cmd_Argv(2)); + } else if (!strcmp(Cmd_Argv(1), "color")) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1)); return; } color[0] = atof(Cmd_Argv(2)); @@ -2598,7 +2880,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } radius = atof(Cmd_Argv(2)); @@ -2607,7 +2889,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } style = atoi(Cmd_Argv(2)); @@ -2616,7 +2898,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() > 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } if (Cmd_Argc() == 3) @@ -2628,26 +2910,37 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } + else if (!strcmp(Cmd_Argv(1), "corona")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + corona = atof(Cmd_Argv(2)); + } else { Con_Printf("usage: r_editlights_edit [property] [value]\n"); Con_Printf("Selected light's properties:\n"); - Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); - Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius); - Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]); - Con_Printf("Style: %i\n", r_shadow_selectedlight->style); + Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); + Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); + Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); + Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius); + Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona); + Con_Printf("Style : %i\n", r_shadow_selectedlight->style); + Con_Printf("Shadows: %s\n", r_shadow_selectedlight->drawshadows ? "yes" : "no"); Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname); - Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no"); return; } R_Shadow_FreeWorldLight(r_shadow_selectedlight); r_shadow_selectedlight = NULL; - R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows); + R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname); } extern int con_vislines; @@ -2660,12 +2953,14 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) x = 0; y = con_vislines; sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Origin %f %f %f", 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);y += 8; - sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Origin %f %f %f", 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);y += 8; + sprintf(temp, "Angles %f %f %f", 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);y += 8; + sprintf(temp, "Color %f %f %f", 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);y += 8; + sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Shadows %s", r_shadow_selectedlight->drawshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void) @@ -2680,7 +2975,24 @@ void R_Shadow_EditLights_ToggleShadow_f(void) Con_Printf("No selected light.\n"); return; } - R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows); + R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname); + R_Shadow_FreeWorldLight(r_shadow_selectedlight); + r_shadow_selectedlight = NULL; +} + +void R_Shadow_EditLights_ToggleCorona_f(void) +{ + if (!r_editlights.integer) + { + Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + return; + } + if (!r_shadow_selectedlight) + { + Con_Printf("No selected light.\n"); + return; + } + R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname); R_Shadow_FreeWorldLight(r_shadow_selectedlight); r_shadow_selectedlight = NULL; } @@ -2701,6 +3013,53 @@ void R_Shadow_EditLights_Remove_f(void) r_shadow_selectedlight = NULL; } +void R_Shadow_EditLights_Help_f(void) +{ + Con_Printf( +"Documentation on r_editlights system:\n" +"Settings:\n" +"r_editlights : enable/disable editing mode\n" +"r_editlights_cursordistance : maximum distance of cursor from eye\n" +"r_editlights_cursorpushback : push back cursor this far from surface\n" +"r_editlights_cursorpushoff : push cursor off surface this far\n" +"r_editlights_cursorgrid : snap cursor to grid of this size\n" +"r_editlights_quakelightsizescale : imported quake light entity size scaling\n" +"r_editlights_rtlightssizescale : imported rtlight size scaling\n" +"r_editlights_rtlightscolorscale : imported rtlight color scaling\n" +"Commands:\n" +"r_editlights_help : this help\n" +"r_editlights_clear : remove all lights\n" +"r_editlights_reload : reload .rtlights, .lights file, or entities\n" +"r_editlights_save : save to .rtlights file\n" +"r_editlights_spawn : create a light with default settings\n" +"r_editlights_edit command : edit selected light - more documentation below\n" +"r_editlights_remove : remove selected light\n" +"r_editlights_toggleshadow : toggles on/off selected light's shadow property\n" +"r_editlights_importlightentitiesfrommap : reload light entities\n" +"r_editlights_importlightsfile : reload .light file (produced by hlight)\n" +"Edit commands:\n" +"origin x y z : set light location\n" +"originx x: set x component of light location\n" +"originy y: set y component of light location\n" +"originz z: set z component of light location\n" +"move x y z : adjust light location\n" +"movex x: adjust x component of light location\n" +"movey y: adjust y component of light location\n" +"movez z: adjust z component of light location\n" +"angles x y z : set light angles\n" +"anglesx x: set x component of light angles\n" +"anglesy y: set y component of light angles\n" +"anglesz z: set z component of light angles\n" +"color r g b : set color of light (can be brighter than 1 1 1)\n" +"radius radius : set radius (size) of light\n" +"style style : set lightstyle of light (flickering patterns, switches, etc)\n" +"cubemap basename : set filter cubemap of light (not yet supported)\n" +"shadows 1/0 : turn on/off shadows\n" +"corona n : set corona intensity\n" +" : print light properties to console\n" + ); +} + void R_Shadow_EditLights_Init(void) { Cvar_RegisterVariable(&r_editlights); @@ -2711,6 +3070,7 @@ void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_quakelightsizescale); Cvar_RegisterVariable(&r_editlights_rtlightssizescale); Cvar_RegisterVariable(&r_editlights_rtlightscolorscale); + Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f); 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); @@ -2718,6 +3078,8 @@ void R_Shadow_EditLights_Init(void) Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f); Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f); Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f); + Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f); Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f); Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f); } +