]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
split r_shadow_realtime into r_shadow_realtime_world (which requires stencil) and...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 7 Apr 2003 01:28:47 +0000 (01:28 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 7 Apr 2003 01:28:47 +0000 (01:28 +0000)
one bug remains with scissoring dlights without stencil, I'll try to figure out this problem soon

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2924 d7cf8633-e32d-0410-b094-e92efae38249

cl_screen.c
gl_rmain.c
gl_rsurf.c
r_light.c
r_shadow.c
r_shadow.h

index eca31c2e09916b55dc209713dcc9942fef67323b..ceffda767f343cc228ec50f75c9828e5e93fbd25 100644 (file)
@@ -355,7 +355,6 @@ void R_TimeReport(char *desc)
 extern int c_rt_lights, c_rt_clears, c_rt_scissored;
 extern int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
 extern int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
-extern int r_shadow_lightingmode;
 void R_TimeReport_Start(void)
 {
        r_timereport_active = r_speeds.integer && cls.signon == SIGNONS && cls.state == ca_connected;
@@ -373,16 +372,14 @@ void R_TimeReport_Start(void)
                        c_faces, c_nodes, c_leafs, c_light_polys,
                        c_models, c_bmodels, c_sprites, c_particles, c_dlights,
                        c_alias_polys, c_meshs, c_meshelements / 3);
-               if (r_shadow_lightingmode)
-               {
-                       sprintf(r_speeds_string + strlen(r_speeds_string),
-                               "realtime lighting:%4i lights%4i clears%4i scissored\n"
-                               "dynamic: %6i shadowmeshes%6i shadowtris%6i lightmeshes%6i lighttris\n"
-                               "precomputed: %6i shadowmeshes%6i shadowtris\n",
-                               c_rt_lights, c_rt_clears, c_rt_scissored,
-                               c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris,
-                               c_rtcached_shadowmeshes, c_rtcached_shadowtris);
-               }
+
+               sprintf(r_speeds_string + strlen(r_speeds_string),
+                       "realtime lighting:%4i lights%4i clears%4i scissored\n"
+                       "dynamic: %6i shadowmeshes%6i shadowtris%6i lightmeshes%6i lighttris\n"
+                       "precomputed: %6i shadowmeshes%6i shadowtris\n",
+                       c_rt_lights, c_rt_clears, c_rt_scissored,
+                       c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris,
+                       c_rtcached_shadowmeshes, c_rtcached_shadowtris);
 
                c_alias_polys = 0;
                c_light_polys = 0;
index fc8a8d1fb8b9e795c240ec5ab1cd36f935f7d23a..0ce87d35782dbee5e89cbaeb9b2b8ed590f4df0c 100644 (file)
@@ -722,7 +722,7 @@ int LightAndVis_CullPointCloud(int numpoints, const float *points)
 }
 
 
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs)
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
 {
        vec3_t relativelightorigin;
        #if 0
@@ -739,7 +739,7 @@ void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float c
                if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
                 || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
                 || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
-                || Light_CullBox(ent->mins, ent->maxs))
+                || (lightmarked && Light_CullBox(ent->mins, ent->maxs)))
                        return;
        }
        #if 0
@@ -755,7 +755,7 @@ void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float c
                        Matrix4x4_Transform(&ent->matrix, temp, points[i]);
                        VectorSubtract(points[i], lightorigin, temp);
                        dist = projectdistance / sqrt(DotProduct(temp, temp));
-                       VectorMA(points[i], dist, temp, points[i+8]);
+                       VectorMA(lightorigin, dist, temp, points[i+8]);
                }
                if (LightAndVis_CullPointCloud(16, points[0]))
                        return;
@@ -819,7 +819,7 @@ void R_ShadowVolumeLighting (int visiblevolumes)
                memset(&m, 0, sizeof(m));
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ONE;
-               if (r_shadow_realtime.integer >= 3)
+               if (r_shadow_visiblevolumes.integer >= 2)
                        m.depthdisable = true;
                R_Mesh_State(&m);
                qglDisable(GL_CULL_FACE);
@@ -828,223 +828,235 @@ void R_ShadowVolumeLighting (int visiblevolumes)
        else
                R_Shadow_Stage_Begin();
        shadowframecount++;
-       for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+       if (r_shadow_realtime_world.integer)
        {
-               if (d_lightstylevalue[wl->style] <= 0)
-                       continue;
-               if (R_CullBox(wl->mins, wl->maxs))
-               //if (R_CullSphere(wl->origin, cullradius))
-                       continue;
-               //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
-               //      continue;
-               //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
-               //      continue;
-               if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
-                       continue;
-
-               cullradius = wl->cullradius;
-               lightradius = wl->lightradius;
-
-               if (cl.worldmodel != NULL)
+               R_Shadow_LoadWorldLightsIfNeeded();
+               for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
                {
-                       for (i = 0;i < wl->numleafs;i++)
-                               if (wl->leafs[i]->visframe == r_framecount)
-                                       break;
-                       if (i == wl->numleafs)
+                       if (d_lightstylevalue[wl->style] <= 0)
                                continue;
-                       leaf = wl->leafs[i++];
-                       VectorCopy(leaf->mins, clipmins);
-                       VectorCopy(leaf->maxs, clipmaxs);
-                       for (;i < wl->numleafs;i++)
+                       if (R_CullBox(wl->mins, wl->maxs))
+                       //if (R_CullSphere(wl->origin, cullradius))
+                               continue;
+                       //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
+                       //      continue;
+                       //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
+                       //      continue;
+                       if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
+                               continue;
+
+                       cullradius = wl->cullradius;
+                       lightradius = wl->lightradius;
+
+                       if (cl.worldmodel != NULL)
                        {
-                               leaf = wl->leafs[i];
-                               if (leaf->visframe == r_framecount)
+                               for (i = 0;i < wl->numleafs;i++)
+                                       if (wl->leafs[i]->visframe == r_framecount)
+                                               break;
+                               if (i == wl->numleafs)
+                                       continue;
+                               leaf = wl->leafs[i++];
+                               VectorCopy(leaf->mins, clipmins);
+                               VectorCopy(leaf->maxs, clipmaxs);
+                               for (;i < wl->numleafs;i++)
                                {
-                                       if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
-                                       if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
-                                       if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
-                                       if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
-                                       if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
-                                       if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+                                       leaf = wl->leafs[i];
+                                       if (leaf->visframe == r_framecount)
+                                       {
+                                               if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
+                                               if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
+                                               if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
+                                               if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
+                                               if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
+                                               if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+                                       }
                                }
+                               if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
+                               if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
+                               if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
+                               if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
+                               if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
+                               if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
+                       }
+                       else
+                       {
+                               VectorCopy(wl->mins, clipmins);
+                               VectorCopy(wl->maxs, clipmaxs);
                        }
-                       if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
-                       if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
-                       if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
-                       if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
-                       if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
-                       if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
-               }
-               else
-               {
-                       VectorCopy(wl->mins, clipmins);
-                       VectorCopy(wl->maxs, clipmaxs);
-               }
 
-               //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
-               if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
-                       continue;
+                       //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
+                       if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+                               continue;
 
-               // mark the leafs we care about so only things in those leafs will matter
-               if (cl.worldmodel != NULL)
-                       for (i = 0;i < wl->numleafs;i++)
-                               wl->leafs[i]->worldnodeframe = shadowframecount;
+                       // mark the leafs we care about so only things in those leafs will matter
+                       if (cl.worldmodel != NULL)
+                               for (i = 0;i < wl->numleafs;i++)
+                                       wl->leafs[i]->worldnodeframe = shadowframecount;
 
-               f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
-               VectorScale(wl->light, f, lightcolor);
-               if (wl->selected)
-               {
-                       f = 2 + sin(realtime * M_PI * 4.0);
-                       VectorScale(lightcolor, f, lightcolor);
-               }
-
-               if (wl->castshadows)
-               {
-                       if (!visiblevolumes)
-                               R_Shadow_Stage_ShadowVolumes();
-                       ent = &cl_entities[0].render;
-                       if (wl->shadowvolume && r_shadow_staticworldlights.integer)
-                               R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
-                       else
-                               R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
-                       if (r_drawentities.integer)
-                               for (i = 0;i < r_refdef.numentities;i++)
-                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
-               }
+                       f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
+                       VectorScale(wl->light, f, lightcolor);
+                       if (wl->selected)
+                       {
+                               f = 2 + sin(realtime * M_PI * 4.0);
+                               VectorScale(lightcolor, f, lightcolor);
+                       }
 
-               if (!visiblevolumes)
-               {
-                       if (wl->castshadows)
-                               R_Shadow_Stage_LightWithShadows();
-                       else
-                               R_Shadow_Stage_LightWithoutShadows();
-
-                       // calculate world to filter matrix
-                       Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
-                       Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                       // calculate world to attenuationxyz/xy matrix
-                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                       Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                       // calculate world to attenuationz matrix
-                       matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                       matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                       matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                       matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                       Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
-                       ent = &cl_entities[0].render;
-                       if (ent->model && ent->model->DrawLight)
+                       if (wl->castshadows && (gl_stencil || visiblevolumes))
                        {
-                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                               if (wl->numsurfaces)
-                                       R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               if (!visiblevolumes)
+                                       R_Shadow_Stage_ShadowVolumes();
+                               ent = &cl_entities[0].render;
+                               if (wl->shadowvolume && r_shadow_staticworldlights.integer)
+                                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
                                else
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
+                               if (r_drawentities.integer)
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                               R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
                        }
-                       if (r_drawentities.integer)
+
+                       if (!visiblevolumes)
                        {
-                               for (i = 0;i < r_refdef.numentities;i++)
+                               if (wl->castshadows && gl_stencil)
+                                       R_Shadow_Stage_LightWithShadows();
+                               else
+                                       R_Shadow_Stage_LightWithoutShadows();
+
+                               // calculate world to filter matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
+                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+                               // calculate world to attenuationxyz/xy matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+                               // calculate world to attenuationz matrix
+                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
+                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
+                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
+                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
+                               ent = &cl_entities[0].render;
+                               if (ent->model && ent->model->DrawLight)
                                {
-                                       ent = r_refdef.entities[i];
-                                       if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                        && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
-                                        && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
-                                        && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
-                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       {
-                                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       if (wl->numsurfaces)
+                                               R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                       else
                                                ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               }
+                               if (r_drawentities.integer)
+                               {
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                       {
+                                               ent = r_refdef.entities[i];
+                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                                && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
+                                                && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
+                                                && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
+                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                               {
+                                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+                                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               }
                                        }
                                }
                        }
                }
        }
-       for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+       if (r_shadow_realtime_dlight.integer)
        {
-               lightradius = rd->cullradius;
-               clipmins[0] = rd->origin[0] - lightradius;
-               clipmins[1] = rd->origin[1] - lightradius;
-               clipmins[2] = rd->origin[2] - lightradius;
-               clipmaxs[0] = rd->origin[0] + lightradius;
-               clipmaxs[1] = rd->origin[1] + lightradius;
-               clipmaxs[2] = rd->origin[2] + lightradius;
-               if (VIS_CullBox(clipmins, clipmaxs))
-                       continue;
-
-               //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius))
-               if (R_Shadow_ScissorForBBox(clipmins, clipmaxs))
-                       continue;
-
-               if (!visiblevolumes)
-                       R_Shadow_Stage_ShadowVolumes();
-
-               cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
-               VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
-
-               ent = &cl_entities[0].render;
-               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
-               if (r_drawentities.integer)
+               for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
                {
-                       for (i = 0;i < r_refdef.numentities;i++)
-                       {
-                               ent = r_refdef.entities[i];
-                               if (ent != rd->ent)
-                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
-                       }
-               }
+                       lightradius = rd->cullradius;
+                       clipmins[0] = rd->origin[0] - lightradius;
+                       clipmins[1] = rd->origin[1] - lightradius;
+                       clipmins[2] = rd->origin[2] - lightradius;
+                       clipmaxs[0] = rd->origin[0] + lightradius;
+                       clipmaxs[1] = rd->origin[1] + lightradius;
+                       clipmaxs[2] = rd->origin[2] + lightradius;
+                       if (VIS_CullBox(clipmins, clipmaxs))
+                               continue;
 
-               if (!visiblevolumes)
-               {
-                       R_Shadow_Stage_LightWithShadows();
-
-                       // calculate world to filter matrix
-                       Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
-                       Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                       // calculate world to attenuationxyz/xy matrix
-                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                       Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                       // calculate world to attenuationz matrix
-                       matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                       matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                       matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                       matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                       Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
-                       ent = &cl_entities[0].render;
-                       if (ent->model && ent->model->DrawLight)
+                       //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius))
+                       if (R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+                               continue;
+
+                       cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
+                       VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+
+                       if (gl_stencil || visiblevolumes)
                        {
-                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               if (!visiblevolumes)
+                                       R_Shadow_Stage_ShadowVolumes();
+                               ent = &cl_entities[0].render;
+                               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
+                               if (r_drawentities.integer)
+                               {
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                       {
+                                               ent = r_refdef.entities[i];
+                                               if (ent != rd->ent)
+                                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
+                                       }
+                               }
                        }
-                       if (r_drawentities.integer)
+
+                       if (!visiblevolumes)
                        {
-                               for (i = 0;i < r_refdef.numentities;i++)
+                               if (gl_stencil)
+                                       R_Shadow_Stage_LightWithShadows();
+                               else
+                                       R_Shadow_Stage_LightWithoutShadows();
+
+                               // calculate world to filter matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
+                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+                               // calculate world to attenuationxyz/xy matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+                               // calculate world to attenuationz matrix
+                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
+                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
+                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
+                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
+                               ent = &cl_entities[0].render;
+                               if (ent->model && ent->model->DrawLight)
+                               {
+                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               }
+                               if (r_drawentities.integer)
                                {
-                                       ent = r_refdef.entities[i];
-                                       if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                        && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
-                                        && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
-                                        && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
-                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                       for (i = 0;i < r_refdef.numentities;i++)
                                        {
-                                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               ent = r_refdef.entities[i];
+                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                                && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
+                                                && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
+                                                && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
+                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                               {
+                                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               }
                                        }
                                }
                        }
@@ -1155,35 +1167,15 @@ void R_RenderView (void)
        if (!r_refdef.entities/* || !cl.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       if (r_shadow_realtime.integer == 1)
+       if (r_shadow_realtime_world.integer)
        {
-#if 0
-               if (!gl_texturecubemap)
-               {
-                       Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else if (!gl_dot3arb)
-               {
-                       Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else if (!gl_combine.integer)
-               {
-                       Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else
-#endif
                if (!gl_stencil)
                {
-                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
+                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
+                       Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
                }
        }
 
-       R_Shadow_UpdateLightingMode();
-
        world = &cl_entities[0].render;
 
        // FIXME: move to client
@@ -1207,7 +1199,7 @@ void R_RenderView (void)
        R_TimeReport("markentity");
 
        GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
-       if (r_shadow_lightingmode > 0)
+       if (r_shadow_realtime_world.integer || gl_stencil)
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
        else
                GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
@@ -1230,16 +1222,16 @@ void R_RenderView (void)
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
-       R_DrawModels(r_shadow_lightingmode > 0);
+       R_DrawModels(r_shadow_realtime_world.integer);
        R_TimeReport("models");
 
-       if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
+       if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer)
        {
                R_DrawFakeShadows();
                R_TimeReport("fakeshadow");
        }
 
-       if (r_shadow_lightingmode > 0)
+       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
        {
                R_ShadowVolumeLighting(false);
                R_TimeReport("dynlight");
@@ -1268,11 +1260,13 @@ void R_RenderView (void)
 
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
-       if (r_shadow_realtime.integer >= 2)
+
+       if (r_shadow_visiblevolumes.integer)
        {
                R_ShadowVolumeLighting(true);
                R_TimeReport("shadowvolume");
        }
+
        R_Mesh_Finish();
        R_TimeReport("meshfinish");
 }
index 8ace2fa888ea05a015c63fa51a3f91e2e97d3289..ad2b93f350a95c224415e45eb38e719fe21eaf6f 100644 (file)
@@ -1314,7 +1314,7 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                        }
                }
        }
-       else if (r_shadow_lightingmode >= 2)
+       else if (r_shadow_realtime_world.integer)
        {
                // opaque base lighting
                RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
@@ -1425,7 +1425,7 @@ void R_PrepareSurfaces(entity_render_t *ent)
 
        R_UpdateTextureInfo(ent);
 
-       if (r_dynamic.integer && r_shadow_lightingmode < 1)
+       if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
                R_MarkLights(ent);
 
        if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit)
index 2824929de7bce51397c7c10e40226bd6f7615cf0..8de4bdf7dc105c9823e54f7d45c5d26c1430243d 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -647,7 +647,7 @@ void R_ModelLightPoint (const entity_render_t *ent, vec3_t color, const vec3_t p
        }
 
        color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
-       if (!cl.worldmodel->numlights && r_shadow_lightingmode < 2)
+       if (!cl.worldmodel->numlights)
                RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
 }
 
@@ -676,137 +676,135 @@ void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, flo
        // make the mscale squared so it can scale the squared distance results
        mscale = ent->scale * ent->scale;
        if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
-               VectorSet(basecolor, 1, 1, 1);
-       else if (maxnearlights == 0 && r_shadow_lightingmode < 2)
+               basecolor[0] = basecolor[1] = basecolor[2] = 1.0f;
+       else if (r_shadow_realtime_world.integer)
+               basecolor[0] = basecolor[1] = basecolor[2] = r_ambient.value * (2.0f / 128.0f);
+       else if (maxnearlights == 0)
                R_CompleteLightPoint (basecolor, ent->origin, true, NULL);
        else
        {
                R_ModelLightPoint(ent, basecolor, ent->origin);
-
-               if (r_shadow_lightingmode < 2)
+               nl = &nearlight[0];
+               for (i = 0;i < ent->numentlights;i++)
                {
-                       nl = &nearlight[0];
-                       for (i = 0;i < ent->numentlights;i++)
+                       sl = cl.worldmodel->lights + ent->entlights[i];
+                       stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                       VectorSubtract (ent->origin, sl->origin, v);
+                       f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
+                       VectorScale(sl->light, f, ambientcolor);
+                       intensity = DotProduct(ambientcolor, ambientcolor);
+                       if (f < 0)
+                               intensity *= -1.0f;
+                       if (nearlights < maxnearlights)
+                               j = nearlights++;
+                       else
                        {
-                               sl = cl.worldmodel->lights + ent->entlights[i];
-                               stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
-                               VectorSubtract (ent->origin, sl->origin, v);
-                               f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
-                               VectorScale(sl->light, f, ambientcolor);
-                               intensity = DotProduct(ambientcolor, ambientcolor);
-                               if (f < 0)
-                                       intensity *= -1.0f;
-                               if (nearlights < maxnearlights)
-                                       j = nearlights++;
-                               else
+                               for (j = 0;j < maxnearlights;j++)
                                {
-                                       for (j = 0;j < maxnearlights;j++)
+                                       if (nearlight[j].intensity < intensity)
                                        {
-                                               if (nearlight[j].intensity < intensity)
-                                               {
-                                                       if (nearlight[j].intensity > 0)
-                                                               VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
-                                                       break;
-                                               }
+                                               if (nearlight[j].intensity > 0)
+                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                               break;
                                        }
                                }
-                               if (j >= maxnearlights)
-                               {
-                                       // this light is less significant than all others,
-                                       // add it to ambient
-                                       if (intensity > 0)
-                                               VectorAdd(basecolor, ambientcolor, basecolor);
-                               }
+                       }
+                       if (j >= maxnearlights)
+                       {
+                               // this light is less significant than all others,
+                               // add it to ambient
+                               if (intensity > 0)
+                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                       }
+                       else
+                       {
+                               nl = nearlight + j;
+                               nl->intensity = intensity;
+                               // transform the light into the model's coordinate system
+                               if (worldcoords)
+                                       VectorCopy(sl->origin, nl->origin);
                                else
-                               {
-                                       nl = nearlight + j;
-                                       nl->intensity = intensity;
-                                       // transform the light into the model's coordinate system
-                                       if (worldcoords)
-                                               VectorCopy(sl->origin, nl->origin);
-                                       else
-                                               Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
-                                       // integrate mscale into falloff, for maximum speed
-                                       nl->falloff = sl->falloff * mscale;
-                                       VectorCopy(ambientcolor, nl->ambientlight);
-                                       nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
-                                       nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
-                                       nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
-                                       nl->subtract = sl->subtract;
-                                       nl->offset = sl->distbias;
-                               }
+                                       Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
+                               // integrate mscale into falloff, for maximum speed
+                               nl->falloff = sl->falloff * mscale;
+                               VectorCopy(ambientcolor, nl->ambientlight);
+                               nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
+                               nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
+                               nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
+                               nl->subtract = sl->subtract;
+                               nl->offset = sl->distbias;
                        }
-                       if (r_shadow_lightingmode < 1)
+               }
+               if (!r_shadow_realtime_dlight.integer)
+               {
+                       for (i = 0;i < r_numdlights;i++)
                        {
-                               for (i = 0;i < r_numdlights;i++)
+                               rd = r_dlight + i;
+                               VectorCopy(rd->origin, v);
+                               if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
+                               if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
+                               if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
+                               VectorSubtract (v, rd->origin, v);
+                               if (DotProduct(v, v) < rd->cullradius2)
                                {
-                                       rd = r_dlight + i;
-                                       VectorCopy(rd->origin, v);
-                                       if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
-                                       if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
-                                       if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
-                                       VectorSubtract (v, rd->origin, v);
-                                       if (DotProduct(v, v) < rd->cullradius2)
+                                       if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
+                                               continue;
+                                       VectorSubtract (ent->origin, rd->origin, v);
+                                       f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
+                                       VectorScale(rd->light, f, ambientcolor);
+                                       intensity = DotProduct(ambientcolor, ambientcolor);
+                                       if (f < 0)
+                                               intensity *= -1.0f;
+                                       if (nearlights < maxnearlights)
+                                               j = nearlights++;
+                                       else
                                        {
-                                               if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
-                                                       continue;
-                                               VectorSubtract (ent->origin, rd->origin, v);
-                                               f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
-                                               VectorScale(rd->light, f, ambientcolor);
-                                               intensity = DotProduct(ambientcolor, ambientcolor);
-                                               if (f < 0)
-                                                       intensity *= -1.0f;
-                                               if (nearlights < maxnearlights)
-                                                       j = nearlights++;
-                                               else
+                                               for (j = 0;j < maxnearlights;j++)
                                                {
-                                                       for (j = 0;j < maxnearlights;j++)
+                                                       if (nearlight[j].intensity < intensity)
                                                        {
-                                                               if (nearlight[j].intensity < intensity)
-                                                               {
-                                                                       if (nearlight[j].intensity > 0)
-                                                                               VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
-                                                                       break;
-                                                               }
+                                                               if (nearlight[j].intensity > 0)
+                                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                                               break;
                                                        }
                                                }
-                                               if (j >= maxnearlights)
-                                               {
-                                                       // this light is less significant than all others,
-                                                       // add it to ambient
-                                                       if (intensity > 0)
-                                                               VectorAdd(basecolor, ambientcolor, basecolor);
-                                               }
+                                       }
+                                       if (j >= maxnearlights)
+                                       {
+                                               // this light is less significant than all others,
+                                               // add it to ambient
+                                               if (intensity > 0)
+                                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                                       }
+                                       else
+                                       {
+                                               nl = nearlight + j;
+                                               nl->intensity = intensity;
+                                               // transform the light into the model's coordinate system
+                                               if (worldcoords)
+                                                       VectorCopy(rd->origin, nl->origin);
                                                else
                                                {
-                                                       nl = nearlight + j;
-                                                       nl->intensity = intensity;
-                                                       // transform the light into the model's coordinate system
-                                                       if (worldcoords)
-                                                               VectorCopy(rd->origin, nl->origin);
-                                                       else
-                                                       {
-                                                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
-                                                               /*
-                                                               Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
-                                                               , rd - r_dlight, ent->model->name
-                                                               , rd->origin[0], rd->origin[1], rd->origin[2]
-                                                               , nl->origin[0], nl->origin[1], nl->origin[2]
-                                                               , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
-                                                               , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
-                                                               , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
-                                                               , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
-                                                               */
-                                                       }
-                                                       // integrate mscale into falloff, for maximum speed
-                                                       nl->falloff = mscale;
-                                                       VectorCopy(ambientcolor, nl->ambientlight);
-                                                       nl->light[0] = rd->light[0] * colorr * 4.0f;
-                                                       nl->light[1] = rd->light[1] * colorg * 4.0f;
-                                                       nl->light[2] = rd->light[2] * colorb * 4.0f;
-                                                       nl->subtract = rd->subtract;
-                                                       nl->offset = LIGHTOFFSET;
+                                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
+                                                       /*
+                                                       Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
+                                                       , rd - r_dlight, ent->model->name
+                                                       , rd->origin[0], rd->origin[1], rd->origin[2]
+                                                       , nl->origin[0], nl->origin[1], nl->origin[2]
+                                                       , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
+                                                       , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
+                                                       , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
+                                                       , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
+                                                       */
                                                }
+                                               // integrate mscale into falloff, for maximum speed
+                                               nl->falloff = mscale;
+                                               VectorCopy(ambientcolor, nl->ambientlight);
+                                               nl->light[0] = rd->light[0] * colorr * 4.0f;
+                                               nl->light[1] = rd->light[1] * colorg * 4.0f;
+                                               nl->light[2] = rd->light[2] * colorb * 4.0f;
+                                               nl->subtract = rd->subtract;
+                                               nl->offset = LIGHTOFFSET;
                                        }
                                }
                        }
@@ -874,7 +872,7 @@ void R_UpdateEntLights(entity_render_t *ent)
        int i;
        const mlight_t *sl;
        vec3_t v;
-       if (r_shadow_lightingmode >= 2)
+       if (r_shadow_realtime_dlight.integer)
                return;
        VectorSubtract(ent->origin, ent->entlightsorigin, v);
        if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
index 59e94363a52c151b57ea4c52202f5b7d926fe093..162f1d9ab339d84b3ed708806b74c92d34cfa076 100644 (file)
@@ -14,8 +14,6 @@ extern void R_Shadow_EditLights_Init(void);
 int r_shadowstage = SHADOWSTAGE_NONE;
 int r_shadow_reloadlights = false;
 
-int r_shadow_lightingmode = 0;
-
 mempool_t *r_shadow_mempool;
 
 int maxshadowelements;
@@ -41,7 +39,9 @@ rtexture_t *r_shadow_blankwhitetexture;
 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"};
-cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
+cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
@@ -122,7 +122,9 @@ 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);
+       Cvar_RegisterVariable(&r_shadow_realtime_world);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_scissor);
@@ -534,6 +536,21 @@ void R_Shadow_Stage_Begin(void)
         || r_shadow_lightattenuationpower.value != r_shadow_attenpower
         || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
+
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       R_Mesh_State(&m);
+       GL_Color(0, 0, 0, 1);
+       r_shadowstage = SHADOWSTAGE_NONE;
+
+       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
+}
+
+void R_Shadow_LoadWorldLightsIfNeeded(void)
+{
        if (r_shadow_reloadlights && cl.worldmodel)
        {
                R_Shadow_ClearWorldLights();
@@ -546,17 +563,6 @@ void R_Shadow_Stage_Begin(void)
                                R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
                }
        }
-
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       R_Mesh_State(&m);
-       GL_Color(0, 0, 0, 1);
-       r_shadowstage = SHADOWSTAGE_NONE;
-
-       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
-       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
-       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
 }
 
 void R_Shadow_Stage_ShadowVolumes(void)
@@ -972,19 +978,28 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius)
+void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
-       float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+       float dist, dot, intensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               VectorSubtract(vertex3f, relativelightorigin, v);
-               if ((dot = DotProduct(normal3f, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = DotProduct(v, v)) < 1)
                {
-                       dist = sqrt(dist);
-                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
-                       VectorScale(lightcolor, intensity, color4f);
-                       color4f[3] = 1;
+                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       if ((dot = DotProduct(n, v)) > 0)
+                       {
+                               dist = sqrt(dist);
+                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
                }
                else
                {
@@ -994,18 +1009,27 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n
        }
 }
 
-void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
-       float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+       float dist, dot, intensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               VectorSubtract(vertex3f, relativelightorigin, v);
-               if ((dot = DotProduct(normal3f, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = fabs(v[2])) < 1)
                {
-                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
-                       VectorScale(lightcolor, intensity, color4f);
-                       color4f[3] = 1;
+                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       if ((dot = DotProduct(n, v)) > 0)
+                       {
+                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
                }
                else
                {
@@ -1377,7 +1401,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                R_Mesh_CopyVertex3f(vertex3f, numverts);
                                R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
                                R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color2, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
+                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                        }
                }
@@ -1405,8 +1429,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                R_Mesh_GetSpace(numverts);
                                R_Mesh_CopyVertex3f(vertex3f, numverts);
                                R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius);
+                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                        }
                }
@@ -2273,18 +2296,6 @@ void R_Shadow_SetCursorLocationForView(void)
        r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
 }
 
-void R_Shadow_UpdateLightingMode(void)
-{
-       r_shadow_lightingmode = 0;
-       if (r_shadow_realtime.integer)
-       {
-               if (r_shadow_worldlightchain)
-                       r_shadow_lightingmode = 2;
-               else
-                       r_shadow_lightingmode = 1;
-       }
-}
-
 void R_Shadow_UpdateWorldLightSelection(void)
 {
        R_Shadow_SetCursorLocationForView();
index ca62346911f9deff1e0a54bd3095ac61d606f535..6df1db9bfbd64c72bc6f02cf64eed75f0d631e0c 100644 (file)
@@ -4,7 +4,9 @@
 
 extern cvar_t r_shadow_lightattenuationscale;
 extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_realtime;
+extern cvar_t r_shadow_realtime_world;
+extern cvar_t r_shadow_realtime_dlight;
+extern cvar_t r_shadow_visiblevolumes;
 extern cvar_t r_shadow_gloss;
 extern cvar_t r_shadow_debuglight;
 extern cvar_t r_shadow_bumpscale_bumpmap;
@@ -21,6 +23,7 @@ float *R_Shadow_VertexBuffer(int numvertices);
 
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
 void R_Shadow_Stage_Begin(void);
+void R_Shadow_LoadWorldLightsIfNeeded(void);
 void R_Shadow_Stage_ShadowVolumes(void);
 void R_Shadow_Stage_LightWithShadows(void);
 void R_Shadow_Stage_LightWithoutShadows(void);
@@ -68,10 +71,6 @@ worldlight_t;
 
 extern worldlight_t *r_shadow_worldlightchain;
 
-// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows
-extern int r_shadow_lightingmode;
-void R_Shadow_UpdateLightingMode(void);
-
 void R_Shadow_UpdateWorldLightSelection(void);
 
 #endif