// used only for light filters (cubemaps)
rtexturepool_t *r_shadow_filters_texturepool;
-cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
-cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
-cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
-cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
-cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
-cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
-cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
-cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
-cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
-cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
-cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
-cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
-cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
-cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
-cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
-cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
-cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
-cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
-cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
-cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
-cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
-cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
-cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
-cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
-cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
-cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
-cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
-cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
-cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
-cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
-cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
-cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
-cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
-cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
-//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
-//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
-cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
-cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
-cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
-cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
-cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
-cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
-cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
-cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
-cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
-cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
-cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
-cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
-cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
-cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
-cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
-cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
-cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
-cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color" };
-cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
-cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
-cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
-cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
-cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
-cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
-cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)"};
-cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
-cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
-cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
-cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
-cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
-cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
-cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
-cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightpathsize_conespread = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_conespread", "0.015625", "increase lightpathsize over distance at this rate per grid cell"};
-cvar_t r_shadow_bouncegrid_lightpathsize_initial = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_initial", "0.5", "width (in grid cells) of the light path for accumulation of light in the bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" };
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" };
-cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" };
-cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
-cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
-cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" };
-cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
-cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
-cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
-cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
-cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)" };
-cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
-cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
-cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
-cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
-cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
-cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
-cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
-cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
-cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
-cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
-cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
-cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
-cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
-cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
-cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
-cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
-cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
-cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
-cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
-cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
-cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
+cvar_t r_shadow_bumpscale_basetexture = {CVAR_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
+cvar_t r_shadow_bumpscale_bumpmap = {CVAR_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
+cvar_t r_shadow_debuglight = {CVAR_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_deferred = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
+cvar_t r_shadow_usebihculling = {CVAR_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
+cvar_t r_shadow_usenormalmap = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
+cvar_t r_shadow_gloss = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
+cvar_t r_shadow_gloss2intensity = {CVAR_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
+cvar_t r_shadow_glossintensity = {CVAR_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
+cvar_t r_shadow_glossexponent = {CVAR_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
+cvar_t r_shadow_gloss2exponent = {CVAR_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
+cvar_t r_shadow_glossexact = {CVAR_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_lightattenuationdividebias = {CVAR_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {CVAR_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
+cvar_t r_shadow_lightintensityscale = {CVAR_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
+cvar_t r_shadow_lightradiusscale = {CVAR_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
+cvar_t r_shadow_projectdistance = {CVAR_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"};
+cvar_t r_shadow_frontsidecasting = {CVAR_CLIENT, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
+cvar_t r_shadow_realtime_dlight = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
+cvar_t r_shadow_realtime_dlight_svbspculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
+cvar_t r_shadow_realtime_dlight_portalculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
+cvar_t r_shadow_realtime_world = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
+cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {CVAR_CLIENT, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
+cvar_t r_shadow_realtime_world_lightmaps = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
+cvar_t r_shadow_realtime_world_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
+cvar_t r_shadow_realtime_world_compile = {CVAR_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compileshadow = {CVAR_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compilesvbsp = {CVAR_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {CVAR_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
+cvar_t r_shadow_scissor = {CVAR_CLIENT, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
+cvar_t r_shadow_shadowmapping = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
+cvar_t r_shadow_shadowmapping_filterquality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
+cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
+cvar_t r_shadow_shadowmapping_depthbits = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
+cvar_t r_shadow_shadowmapping_vsdct = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
+cvar_t r_shadow_shadowmapping_minsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
+cvar_t r_shadow_shadowmapping_texturesize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
+cvar_t r_shadow_shadowmapping_precision = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
+//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_nearclip = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
+cvar_t r_shadow_shadowmapping_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
+cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
+cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {CVAR_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
+cvar_t r_shadow_culllights_pvs = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
+cvar_t r_shadow_culllights_trace_samples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
+cvar_t r_shadow_bouncegrid = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_blur = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
+cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"};
+cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
+cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
+cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
+cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_intensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_normalizevectors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_rng_seed = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"};
+cvar_t r_shadow_bouncegrid_rng_type = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"};
+cvar_t r_shadow_bouncegrid_static = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
+cvar_t r_shadow_bouncegrid_static_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
+cvar_t r_shadow_bouncegrid_subsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"};
+cvar_t r_shadow_bouncegrid_threaded = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"};
+cvar_t r_coronas = {CVAR_CLIENT | CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionquery = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
+cvar_t gl_flashblend = {CVAR_CLIENT | CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
+cvar_t r_editlights = {CVAR_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"};
+cvar_t r_editlights_cursordistance = {CVAR_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
+cvar_t r_editlights_cursorpushback = {CVAR_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
+cvar_t r_editlights_cursorpushoff = {CVAR_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
+cvar_t r_editlights_cursorgrid = {CVAR_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
+cvar_t r_editlights_drawproperties = {CVAR_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
+cvar_t r_editlights_current_origin = {CVAR_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
+cvar_t r_editlights_current_angles = {CVAR_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
+cvar_t r_editlights_current_color = {CVAR_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"};
+cvar_t r_editlights_current_radius = {CVAR_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"};
+cvar_t r_editlights_current_corona = {CVAR_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"};
+cvar_t r_editlights_current_coronasize = {CVAR_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"};
+cvar_t r_editlights_current_style = {CVAR_CLIENT, "r_editlights_current_style", "0", "style of selected light"};
+cvar_t r_editlights_current_shadows = {CVAR_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
+cvar_t r_editlights_current_cubemap = {CVAR_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
+cvar_t r_editlights_current_ambient = {CVAR_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
+cvar_t r_editlights_current_diffuse = {CVAR_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
+cvar_t r_editlights_current_specular = {CVAR_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"};
+cvar_t r_editlights_current_normalmode = {CVAR_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
+cvar_t r_editlights_current_realtimemode = {CVAR_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
void R_Shadow_LoadWorldLights(void);
void R_Shadow_LoadLightsFile(void);
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
-void R_Shadow_EditLights_Reload_f(void);
+void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd);
static void R_Shadow_MakeTextures(void);
#define EDLIGHTSPRSIZE 8
r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16);
r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d);
r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8);
- r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
+ r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32;
r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
if(r_shadow_shadowmapfilterquality < 0)
{
if (!r_fb.usedepthtextures)
}
if(R_CompileShader_CheckStaticParms())
- R_GLSL_Restart_f();
+ R_GLSL_Restart_f(&cmd_client);
}
qboolean R_Shadow_ShadowMappingEnabled(void)
// these out per frame...
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
r_shadow_bouncegrid_state.allowdirectionalshading = true;
r_shadow_bouncegrid_state.capable = true;
break;
if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
+ if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+ if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
r_shadow_attenuationgradienttexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
static void r_shadow_newmap(void)
{
r_shadow_bouncegrid_state.highpixels = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
- if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
- if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
- if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL;
- if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
- if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
- if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
- if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
- if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
- if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
- if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
+ if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; }
+ if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
+ if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
+ if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
+ if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+ if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
+
+ if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; }
+ if (r_shadow_lightcorona) { R_SkinFrame_MarkUsed(r_shadow_lightcorona); }
+ if (r_editlights_sprcursor) { R_SkinFrame_MarkUsed(r_editlights_sprcursor); }
+ if (r_editlights_sprlight) { R_SkinFrame_MarkUsed(r_editlights_sprlight); }
+ if (r_editlights_sprnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight); }
+ if (r_editlights_sprcubemaplight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight); }
+ if (r_editlights_sprcubemapnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); }
+ if (r_editlights_sprselection) { R_SkinFrame_MarkUsed(r_editlights_sprselection); }
if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
- R_Shadow_EditLights_Reload_f();
+ R_Shadow_EditLights_Reload_f(&cmd_client);
}
void R_Shadow_Init(void)
Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
Cvar_RegisterVariable(&r_shadow_bouncegrid);
Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_bounceminimumintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths);
Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading);
Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize);
Cvar_RegisterVariable(&r_shadow_bouncegrid_normalizevectors);
Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_seed);
Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_type);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_bounceminimumintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_quality);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_subsamples);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_threaded);
Cvar_RegisterVariable(&r_coronas);
Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
Cvar_RegisterVariable(&r_coronas_occlusionquery);
pixels[y][x][3] = 255;
}
}
- r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
+ r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, 0, 0, 0, false);
}
static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
GL_ColorMask(0, 0, 0, 0);
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
break;
float nearclip, farclip, bias;
r_viewport_t viewport;
int flipped;
- float clearcolor[4];
if (r_shadow_rendermode != R_SHADOW_RENDERMODE_SHADOWMAP2D)
{
r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
- Vector4Set(clearcolor, 1,1,1,1);
if (r_shadow_shadowmap2ddepthbuffer)
GL_ColorMask(1,1,1,1);
else
GL_ColorMask(0,0,0,0);
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
break;
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
-#define MAXBOUNCEGRIDSPLATSIZE 7
-#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
-
-// these are temporary data per-frame, sorted and performed in a more
-// cache-friendly order than the original photons
-typedef struct r_shadow_bouncegrid_splatpath_s
-{
- vec3_t point;
- vec3_t step;
- vec3_t splatcolor;
- vec3_t splatdir;
- vec_t splatintensity;
- vec_t splatsize_current;
- vec_t splatsize_perstep;
- int remainingsplats;
-}
-r_shadow_bouncegrid_splatpath_t;
-
-static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled)
-{
- int bestaxis;
- int numsplats;
- float len;
- float ilen;
- vec3_t start;
- vec3_t end;
- vec3_t diff;
- vec3_t originaldir;
- r_shadow_bouncegrid_splatpath_t *path;
-
- // cull paths that fail R_CullBox in dynamic mode
- if (!r_shadow_bouncegrid_state.settings.staticmode
- && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
- {
- vec3_t cullmins, cullmaxs;
- cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0];
- cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1];
- cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2];
- cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0];
- cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1];
- cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2];
- if (R_CullBox(cullmins, cullmaxs))
- return;
- }
-
- // if the light path is going upward, reverse it - we always draw down.
- if (originalend[2] < originalstart[2])
- {
- VectorCopy(originalend, start);
- VectorCopy(originalstart, end);
- }
- else
- {
- VectorCopy(originalstart, start);
- VectorCopy(originalend, end);
- }
-
- // transform to texture pixels
- start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
- start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
- start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
- end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
- end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
- end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
-
- // check if we need to grow the splatpaths array
- if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths)
- {
- // double the limit, this will persist from frame to frame so we don't
- // make the same mistake each time
- r_shadow_bouncegrid_state.maxsplatpaths *= 2;
- if (r_shadow_bouncegrid_state.maxsplatpaths < 16384)
- r_shadow_bouncegrid_state.maxsplatpaths = 16384;
- r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.splatpaths, sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
- }
-
- // divide a series of splats along the length using the maximum axis
- VectorSubtract(end, start, diff);
- // pick the best axis to trace along
- bestaxis = 0;
- if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis])
- bestaxis = 1;
- if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis])
- bestaxis = 2;
- len = fabs(diff[bestaxis]);
- ilen = 1.0f / len;
- numsplats = (int)(floor(len + 0.5f));
- // sanity limits
- numsplats = bound(0, numsplats, 1024);
-
- VectorSubtract(originalstart, originalend, originaldir);
- VectorNormalize(originaldir);
-
- path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++;
- VectorCopy(start, path->point);
- VectorScale(diff, ilen, path->step);
- VectorCopy(color, path->splatcolor);
- VectorCopy(originaldir, path->splatdir);
- path->splatsize_current = r_shadow_bouncegrid_state.settings.lightpathsize_initial + r_shadow_bouncegrid_state.settings.lightpathsize_conespread * distancetraveled * r_shadow_bouncegrid_state.ispacing[0];
- path->splatsize_perstep = r_shadow_bouncegrid_state.settings.lightpathsize_conespread;
- path->splatintensity = VectorLength(color);
- path->remainingsplats = numsplats;
-}
-
static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
{
qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
settings->staticmode = s;
settings->blur = r_shadow_bouncegrid_blur.integer != 0;
settings->floatcolors = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2);
- settings->lightpathsize_initial = bound(0.0f, r_shadow_bouncegrid_lightpathsize_initial.value, 1024.0f);
- settings->lightpathsize_conespread = bound(0.0f, r_shadow_bouncegrid_lightpathsize_conespread.value, 1024.0f);
- settings->bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+ settings->lightpathsize = bound(0.0f, r_shadow_bouncegrid_lightpathsize.value, 1024.0f);
settings->directionalshading = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
settings->dlightparticlemultiplier = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
settings->hitmodels = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0;
settings->lightradiusscale = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value);
settings->maxbounce = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer);
settings->particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
- settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) * 16384 / (spacing * spacing) / 262144.0f;
+ settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) / 65536.0f;
settings->maxphotons = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
- settings->energyperphoton = spacing * spacing / quality;
+ settings->energyperphoton = 4096.0f / quality;
settings->spacing[0] = spacing;
settings->spacing[1] = spacing;
settings->spacing[2] = spacing;
settings->rng_type = r_shadow_bouncegrid_rng_type.integer;
settings->rng_seed = r_shadow_bouncegrid_rng_seed.integer;
settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity;
- settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity;
settings->normalizevectors = r_shadow_bouncegrid_normalizevectors.integer != 0;
+ settings->subsamples = bound(1, r_shadow_bouncegrid_subsamples.integer, 4);
// bound the values for sanity
settings->maxphotons = bound(1, settings->maxphotons, 25000000);
numpixels = r_shadow_bouncegrid_state.pixelsperband*r_shadow_bouncegrid_state.pixelbands;
if (r_shadow_bouncegrid_state.numpixels != numpixels)
{
- if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL;
+ if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; }
+
r_shadow_bouncegrid_state.highpixels = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
- if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
- if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
+
+ if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; }
+ if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
+ if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
+ if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
+ if (r_shadow_bouncegrid_state.photons) { Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; }
+ if (r_shadow_bouncegrid_state.photons_tasks) { Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; }
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
+
r_shadow_bouncegrid_state.numpixels = numpixels;
}
Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m);
}
+static float R_Shadow_BounceGrid_RefractiveIndexAtPoint(vec3_t point)
+{
+ // check material at shadoworigin to see what the initial refractive index should be
+ int hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+ int skipsupercontentsmask = 0;
+ int skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND;
+ trace_t trace = CL_TracePoint(point, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, true, false, NULL, true);
+ if (trace.starttexture && (trace.starttexture->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER)))
+ return trace.starttexture->refractive_index;
+ else if (trace.startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+ return 1.333f; // water
+ else
+ return 1.0003f; // air
+}
+
// enumerate world rtlights and sum the overall amount of light in the world,
// from that we can calculate a scaling factor to fairly distribute photons
// to all the lights
//
// this modifies rtlight->photoncolor and rtlight->photons
-static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag)
+static void R_Shadow_BounceGrid_AssignPhotons_Task(taskqueue_task_t *t)
{
+ // get the range of light numbers we'll be looping over:
+ // range = static lights
+ // range1 = dynamic lights (optional)
+ // range2 = range + range1
+ unsigned int range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ unsigned int range1 = r_shadow_bouncegrid_state.settings.staticmode ? 0 : r_refdef.scene.numlights;
+ unsigned int range2 = range + range1;
+ int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+
float normalphotonscaling;
float photonscaling;
float photonintensity;
unsigned int lightindex;
dlight_t *light;
rtlight_t *rtlight;
- normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton);
+ int shootparticles;
+ int shotparticles;
+ float bounceminimumintensity2;
+ float startrefractiveindex;
+ unsigned int seed;
+ randomseed_t randomseed;
+ vec3_t baseshotcolor;
+
+ normalphotonscaling = 1.0f / max(0.0000001f, r_shadow_bouncegrid_state.settings.energyperphoton);
for (lightindex = 0;lightindex < range2;lightindex++)
{
if (lightindex < range)
rtlight->bouncegrid_effectiveradius = 0;
if (!(light->flags & flag))
continue;
- if (settings->staticmode)
+ if (r_shadow_bouncegrid_state.settings.staticmode)
{
// when static, we skip styled lights because they tend to change...
if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
rtlight->bouncegrid_effectiveradius = 0;
}
// draw only visible lights (major speedup)
- radius = rtlight->radius * settings->lightradiusscale;
+ radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale;
cullmins[0] = rtlight->shadoworigin[0] - radius;
cullmins[1] = rtlight->shadoworigin[1] - radius;
cullmins[2] = rtlight->shadoworigin[2] - radius;
cullmaxs[1] = rtlight->shadoworigin[1] + radius;
cullmaxs[2] = rtlight->shadoworigin[2] + radius;
w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
- if (!settings->staticmode)
+ if (!r_shadow_bouncegrid_state.settings.staticmode)
{
// skip if the expanded light box does not touch any visible leafs
if (r_refdef.scene.worldmodel
if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
rtlight->trace_timer = realtime;
if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
- return;
+ continue;
}
// skip if expanded light box is offscreen
if (R_CullBox(cullmins, cullmaxs))
s = rtlight->radius;
lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
if (lightindex >= range)
- lightintensity *= settings->dlightparticlemultiplier;
+ lightintensity *= r_shadow_bouncegrid_state.settings.dlightparticlemultiplier;
rtlight->bouncegrid_photons = lightintensity * s * s * normalphotonscaling;
photoncount += rtlight->bouncegrid_photons;
- VectorScale(rtlight->bouncegrid_photoncolor, settings->particleintensity * settings->energyperphoton, rtlight->bouncegrid_photoncolor);
+ VectorScale(rtlight->bouncegrid_photoncolor, r_shadow_bouncegrid_state.settings.particleintensity * r_shadow_bouncegrid_state.settings.energyperphoton, rtlight->bouncegrid_photoncolor);
// if the lightstyle happens to be off right now, we can skip actually
// firing the photons, but we did have to count them in the total.
//if (VectorLength2(rtlight->photoncolor) == 0.0f)
// like doing that in the typical case
photonscaling = 1.0f;
photonintensity = 1.0f;
- if (photoncount > settings->maxphotons)
+ if (photoncount > r_shadow_bouncegrid_state.settings.maxphotons)
{
- photonscaling = settings->maxphotons / photoncount;
+ photonscaling = r_shadow_bouncegrid_state.settings.maxphotons / photoncount;
photonintensity = 1.0f / photonscaling;
}
rtlight->bouncegrid_photons *= photonscaling;
VectorScale(rtlight->bouncegrid_photoncolor, photonintensity, rtlight->bouncegrid_photoncolor);
}
-}
-static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
-{
- r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
- r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb;
- // we only really care about sorting by Z
- if (a->point[2] < b->point[2])
- return -1;
- if (a->point[2] > b->point[2])
- return 1;
- return 0;
-}
+ // compute a seed for the unstable random modes
+ Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
+ seed = realtime * 1000.0;
-static void R_Shadow_BounceGrid_ClearPixels(void)
-{
- // clear the highpixels array we'll be accumulating into
- if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
- r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
- if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
- r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
- r_shadow_bouncegrid_state.highpixels_index = 0;
- r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
- memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ for (lightindex = 0; lightindex < range2; lightindex++)
+ {
+ if (lightindex < range)
+ {
+ light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
+ rtlight = &light->rtlight;
+ }
+ else
+ rtlight = r_refdef.scene.lights[lightindex - range];
+ // note that this code used to keep track of residual photons and
+ // distribute them evenly to achieve exactly a desired photon count,
+ // but that caused unwanted flickering in dynamic mode
+ shootparticles = (int)floor(rtlight->bouncegrid_photons);
+ // skip if we won't be shooting any photons
+ if (!shootparticles)
+ continue;
+ radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale;
+ //s = settings.particleintensity / shootparticles;
+ //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
+ VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
+ if (VectorLength2(baseshotcolor) <= 0.0f)
+ continue;
+ r_refdef.stats[r_stat_bouncegrid_lights]++;
+ r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
+ // we stop caring about bounces once the brightness goes below this fraction of the original intensity
+ bounceminimumintensity2 = VectorLength(baseshotcolor) * r_shadow_bouncegrid_state.settings.bounceminimumintensity2;
+
+ // check material at shadoworigin to see what the initial refractive index should be
+ startrefractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(rtlight->shadoworigin);
+
+ // for seeded random we start the RNG with the position of the light
+ if (r_shadow_bouncegrid_state.settings.rng_seed >= 0)
+ {
+ union
+ {
+ unsigned int i[4];
+ float f[4];
+ }
+ u;
+ u.f[0] = rtlight->shadoworigin[0];
+ u.f[1] = rtlight->shadoworigin[1];
+ u.f[2] = rtlight->shadoworigin[2];
+ u.f[3] = 1;
+ switch (r_shadow_bouncegrid_state.settings.rng_type)
+ {
+ default:
+ case 0:
+ // we have to shift the seed provided by the user because the result must be odd
+ Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (r_shadow_bouncegrid_state.settings.rng_seed << 1));
+ break;
+ case 1:
+ seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ r_shadow_bouncegrid_state.settings.rng_seed;
+ break;
+ }
+ }
+
+ for (shotparticles = 0; shotparticles < shootparticles && r_shadow_bouncegrid_state.numphotons < r_shadow_bouncegrid_state.settings.maxphotons; shotparticles++)
+ {
+ r_shadow_bouncegrid_photon_t *p = r_shadow_bouncegrid_state.photons + r_shadow_bouncegrid_state.numphotons++;
+ VectorCopy(baseshotcolor, p->color);
+ VectorCopy(rtlight->shadoworigin, p->start);
+ switch (r_shadow_bouncegrid_state.settings.rng_type)
+ {
+ default:
+ case 0:
+ // figure out a random direction for the initial photon to go
+ VectorLehmerRandom(&randomseed, p->end);
+ break;
+ case 1:
+ // figure out a random direction for the initial photon to go
+ VectorCheeseRandom(seed, p->end);
+ break;
+ }
+
+ // we want a uniform distribution spherically, not merely within the sphere
+ if (r_shadow_bouncegrid_state.settings.normalizevectors)
+ VectorNormalize(p->end);
+
+ VectorMA(p->start, radius, p->end, p->end);
+ p->bounceminimumintensity2 = bounceminimumintensity2;
+ p->startrefractiveindex = startrefractiveindex;
+ p->numpaths = 0;
+ }
+ }
+
+ t->done = 1;
}
-static void R_Shadow_BounceGrid_PerformSplats(void)
+static void R_Shadow_BounceGrid_Slice(int zi)
{
- r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
- r_shadow_bouncegrid_splatpath_t *splatpath;
float *highpixels = r_shadow_bouncegrid_state.highpixels;
- int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
- int splatindex;
- vec3_t steppos;
- vec3_t stepdelta;
- vec3_t dir;
- vec_t lightpathsize_current;
- vec_t lightpathsize_perstep;
- float splatcolor[32];
+ int xi, yi; // pixel increments
+ float color[32] = { 0 };
+ float radius = r_shadow_bouncegrid_state.settings.lightpathsize;
+ float iradius = 1.0f / radius;
+ int slicemins[3], slicemaxs[3];
int resolution[3];
int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
int pixelbands = r_shadow_bouncegrid_state.pixelbands;
- int numsteps;
- int step;
+ int photonindex;
+ int samples = r_shadow_bouncegrid_state.settings.subsamples;
+ float isamples = 1.0f / samples;
+ float samplescolorscale = isamples * isamples * isamples;
- // hush warnings about uninitialized data - pixelbands doesn't change but...
- memset(splatcolor, 0, sizeof(splatcolor));
-
- // we use this a lot, so get a local copy
+ // we use these a lot, so get a local copy
VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
- // sort the splats before we execute them, to reduce cache misses
- if (r_shadow_bouncegrid_sortlightpaths.integer)
- qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
-
- splatpath = splatpaths;
- for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++)
- {
- // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
- // accumulate average shotcolor
- VectorCopy(splatpath->splatdir, dir);
- splatcolor[ 0] = splatpath->splatcolor[0];
- splatcolor[ 1] = splatpath->splatcolor[1];
- splatcolor[ 2] = splatpath->splatcolor[2];
- splatcolor[ 3] = 0.0f;
- if (pixelbands > 1)
- {
- // store bentnormal in case the shader has a use for it,
- // bentnormal is an intensity-weighted average of the directions,
- // and will be normalized on conversion to texture pixels.
- splatcolor[ 4] = dir[0] * splatpath->splatintensity;
- splatcolor[ 5] = dir[1] * splatpath->splatintensity;
- splatcolor[ 6] = dir[2] * splatpath->splatintensity;
- splatcolor[ 7] = splatpath->splatintensity;
- // for each color component (R, G, B) calculate the amount that a
- // direction contributes
- splatcolor[ 8] = splatcolor[0] * max(0.0f, dir[0]);
- splatcolor[ 9] = splatcolor[0] * max(0.0f, dir[1]);
- splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]);
- splatcolor[11] = 0.0f;
- splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]);
- splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]);
- splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]);
- splatcolor[15] = 0.0f;
- splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]);
- splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]);
- splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]);
- splatcolor[19] = 0.0f;
- // and do the same for negative directions
- splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]);
- splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]);
- splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]);
- splatcolor[23] = 0.0f;
- splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]);
- splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]);
- splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]);
- splatcolor[27] = 0.0f;
- splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]);
- splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]);
- splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]);
- splatcolor[31] = 0.0f;
- }
- // calculate the number of steps we need to traverse this distance
- VectorCopy(splatpath->point, steppos);
- VectorCopy(splatpath->step, stepdelta);
- numsteps = splatpath->remainingsplats;
- lightpathsize_current = splatpath->splatsize_current + 1.0f; // add 1.0 for the gradient fade around the sphere
- lightpathsize_perstep = splatpath->splatsize_perstep;
- for (step = 0;step < numsteps;step++)
+ for (photonindex = 0; photonindex < r_shadow_bouncegrid_state.numphotons; photonindex++)
+ {
+ r_shadow_bouncegrid_photon_t *photon = r_shadow_bouncegrid_state.photons + photonindex;
+ int pathindex;
+ for (pathindex = 0; pathindex < photon->numpaths; pathindex++)
{
- // the middle row/column/layer of each splat are full intensity
- float splatmins[3];
- float splatmaxs[3];
- if (lightpathsize_current > MAXBOUNCEGRIDSPLATSIZE)
- lightpathsize_current = MAXBOUNCEGRIDSPLATSIZE;
- splatmins[0] = max(1.0f, steppos[0] - lightpathsize_current * 0.5f);
- splatmins[1] = max(1.0f, steppos[1] - lightpathsize_current * 0.5f);
- splatmins[2] = max(1.0f, steppos[2] - lightpathsize_current * 0.5f);
- splatmaxs[0] = min(steppos[0] + lightpathsize_current * 0.5f, resolution[0] - 1.0f);
- splatmaxs[1] = min(steppos[1] + lightpathsize_current * 0.5f, resolution[1] - 1.0f);
- splatmaxs[2] = min(steppos[2] + lightpathsize_current * 0.5f, resolution[2] - 1.0f);
- if (splatmaxs[0] > splatmins[0] && splatmaxs[1] > splatmins[1] && splatmaxs[2] > splatmins[2])
+ r_shadow_bouncegrid_photon_path_t *path = photon->paths + pathindex;
+ float pathstart[3], pathend[3], pathmins[3], pathmaxs[3], pathdelta[3], pathdir[3], pathlength2, pathilength;
+
+ VectorSubtract(path->start, r_shadow_bouncegrid_state.mins, pathstart);
+ VectorSubtract(path->end, r_shadow_bouncegrid_state.mins, pathend);
+
+ pathmins[2] = min(pathstart[2], pathend[2]);
+ slicemins[2] = (int)floor((pathmins[2] - radius) * r_shadow_bouncegrid_state.ispacing[2]);
+ pathmaxs[2] = max(pathstart[2], pathend[2]);
+ slicemaxs[2] = (int)floor((pathmaxs[2] + radius) * r_shadow_bouncegrid_state.ispacing[2] + 1);
+
+ // skip if the path doesn't touch this slice
+ if (zi < slicemins[2] || zi >= slicemaxs[2])
+ continue;
+
+ pathmins[0] = min(pathstart[0], pathend[0]);
+ slicemins[0] = (int)floor((pathmins[0] - radius) * r_shadow_bouncegrid_state.ispacing[0]);
+ slicemins[0] = max(slicemins[0], 1);
+ pathmaxs[0] = max(pathstart[0], pathend[0]);
+ slicemaxs[0] = (int)floor((pathmaxs[0] + radius) * r_shadow_bouncegrid_state.ispacing[0]);
+ slicemaxs[0] = min(slicemaxs[0], resolution[0] - 1);
+
+ pathmins[1] = min(pathstart[1], pathend[1]);
+ slicemins[1] = (int)floor((pathmins[1] - radius) * r_shadow_bouncegrid_state.ispacing[1] + 1);
+ slicemins[1] = max(slicemins[1], 1);
+ pathmaxs[1] = max(pathstart[1], pathend[1]);
+ slicemaxs[1] = (int)floor((pathmaxs[1] + radius) * r_shadow_bouncegrid_state.ispacing[1] + 1);
+ slicemaxs[1] = min(slicemaxs[1], resolution[1] - 1);
+
+ // skip if the path is out of bounds on X or Y
+ if (slicemins[0] >= slicemaxs[0] || slicemins[1] >= slicemaxs[1])
+ continue;
+
+ // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+ // accumulate average shotcolor
+ VectorSubtract(pathend, pathstart, pathdelta);
+ pathlength2 = VectorLength2(pathdelta);
+ pathilength = pathlength2 > 0.0f ? 1.0f / sqrt(pathlength2) : 0.0f;
+ VectorScale(pathdelta, pathilength, pathdir);
+ // the color is scaled by the number of subsamples
+ color[0] = path->color[0] * samplescolorscale;
+ color[1] = path->color[1] * samplescolorscale;
+ color[2] = path->color[2] * samplescolorscale;
+ color[3] = 0.0f;
+ if (pixelbands > 1)
+ {
+ // store bentnormal in case the shader has a use for it,
+ // bentnormal is an intensity-weighted average of the directions,
+ // and will be normalized on conversion to texture pixels.
+ float intensity = VectorLength(color);
+ color[4] = pathdir[0] * intensity;
+ color[5] = pathdir[1] * intensity;
+ color[6] = pathdir[2] * intensity;
+ color[7] = intensity;
+ // for each color component (R, G, B) calculate the amount that a
+ // direction contributes
+ color[8] = color[0] * max(0.0f, pathdir[0]);
+ color[9] = color[0] * max(0.0f, pathdir[1]);
+ color[10] = color[0] * max(0.0f, pathdir[2]);
+ color[11] = 0.0f;
+ color[12] = color[1] * max(0.0f, pathdir[0]);
+ color[13] = color[1] * max(0.0f, pathdir[1]);
+ color[14] = color[1] * max(0.0f, pathdir[2]);
+ color[15] = 0.0f;
+ color[16] = color[2] * max(0.0f, pathdir[0]);
+ color[17] = color[2] * max(0.0f, pathdir[1]);
+ color[18] = color[2] * max(0.0f, pathdir[2]);
+ color[19] = 0.0f;
+ // and do the same for negative directions
+ color[20] = color[0] * max(0.0f, -pathdir[0]);
+ color[21] = color[0] * max(0.0f, -pathdir[1]);
+ color[22] = color[0] * max(0.0f, -pathdir[2]);
+ color[23] = 0.0f;
+ color[24] = color[1] * max(0.0f, -pathdir[0]);
+ color[25] = color[1] * max(0.0f, -pathdir[1]);
+ color[26] = color[1] * max(0.0f, -pathdir[2]);
+ color[27] = 0.0f;
+ color[28] = color[2] * max(0.0f, -pathdir[0]);
+ color[29] = color[2] * max(0.0f, -pathdir[1]);
+ color[30] = color[2] * max(0.0f, -pathdir[2]);
+ color[31] = 0.0f;
+ }
+
+ for (yi = slicemins[1]; yi < slicemaxs[1]; yi++)
{
- // it is within bounds... do the real work now
- int xi, yi, zi, band, row;
- float pixelpos[3];
- float w;
- float *p;
- float colorscale = 1.0f / lightpathsize_current;
- r_refdef.stats[r_stat_bouncegrid_splats]++;
- // accumulate light onto the pixels
- for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++)
+ for (xi = slicemins[0]; xi < slicemaxs[0]; xi++)
{
- pixelpos[2] = zi + 0.5f;
- for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++)
+ float sample[3], diff[3], nearest[3], along, distance2;
+ float *p = highpixels + 4 * ((zi * resolution[1] + yi) * resolution[0] + xi);
+ int xs, ys, zs;
+ // loop over the subsamples
+ for (zs = 0; zs < samples; zs++)
{
- pixelpos[1] = yi + 0.5f;
- row = (zi*resolution[1] + yi)*resolution[0];
- for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++)
+ sample[2] = (zi + (zs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[2];
+ for (ys = 0; ys < samples; ys++)
{
- pixelpos[0] = xi + 0.5f;
- // simple radial antialiased sphere - linear gradient fade over 1 pixel from the edge
- w = lightpathsize_current - VectorDistance(pixelpos, steppos);
- if (w > 0.0f)
+ sample[1] = (yi + (ys + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[1];
+ for (xs = 0; xs < samples; xs++)
{
- if (w > 1.0f)
- w = 1.0f;
- w *= colorscale;
- p = highpixels + 4 * (row + xi);
- for (band = 0; band < pixelbands; band++, p += pixelsperband * 4)
+ sample[0] = (xi + (xs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[0];
+
+ // measure distance from subsample to line segment and see if it is within radius
+ along = DotProduct(sample, pathdir) * pathilength;
+ if (along <= 0)
+ VectorCopy(pathstart, nearest);
+ else if (along >= 1)
+ VectorCopy(pathend, nearest);
+ else
+ VectorLerp(pathstart, along, pathend, nearest);
+ VectorSubtract(sample, nearest, diff);
+ VectorScale(diff, iradius, diff);
+ distance2 = VectorLength2(diff);
+ if (distance2 < 1.0f)
{
- // add to the pixel color
- p[0] += splatcolor[band * 4 + 0] * w;
- p[1] += splatcolor[band * 4 + 1] * w;
- p[2] += splatcolor[band * 4 + 2] * w;
- p[3] += splatcolor[band * 4 + 3] * w;
+ // contribute some color to this pixel, across all bands
+ float w = 1.0f - sqrt(distance2);
+ int band;
+ w *= w;
+ if (pixelbands > 1)
+ {
+ // small optimization for alpha - only color[7] is non-zero, so skip the rest of the alpha elements.
+ p[pixelsperband * 4 + 3] += color[7] * w;
+ }
+ for (band = 0; band < pixelbands; band++)
+ {
+ // add to the pixel color (RGB only - see above)
+ p[band * pixelsperband * 4 + 0] += color[band * 4 + 0] * w;
+ p[band * pixelsperband * 4 + 1] += color[band * 4 + 1] * w;
+ p[band * pixelsperband * 4 + 2] += color[band * 4 + 2] * w;
+ }
}
}
}
}
}
}
- VectorAdd(steppos, stepdelta, steppos);
- lightpathsize_current += lightpathsize_perstep;
}
}
}
+static void R_Shadow_BounceGrid_Slice_Task(taskqueue_task_t *t)
+{
+ R_Shadow_BounceGrid_Slice((int)t->i[0]);
+ t->done = 1;
+}
+
+static void R_Shadow_BounceGrid_EnqueueSlices_Task(taskqueue_task_t *t)
+{
+ int i, slices;
+ // we need to wait for the texture clear to finish before we start adding light to it
+ if (r_shadow_bouncegrid_state.cleartex_task.done == 0)
+ {
+ TaskQueue_Yield(t);
+ return;
+ }
+ slices = r_shadow_bouncegrid_state.resolution[2] - 2;
+ for (i = 0; i < slices; i++)
+ TaskQueue_Setup(r_shadow_bouncegrid_state.slices_tasks + i, NULL, R_Shadow_BounceGrid_Slice_Task, i + 1, 0, NULL, NULL);
+ TaskQueue_Enqueue(slices, r_shadow_bouncegrid_state.slices_tasks);
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.slices_done_task, NULL, TaskQueue_Task_CheckTasksDone, slices, 0, r_shadow_bouncegrid_state.slices_tasks, 0);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.slices_done_task);
+ t->done = 1;
+}
+
static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
{
const float *inpixel;
}
}
-static void R_Shadow_BounceGrid_BlurPixels(void)
+static void R_Shadow_BounceGrid_BlurPixels_Task(taskqueue_task_t *t)
{
float *pixels[4];
unsigned int resolution[3];
+ if (r_shadow_bouncegrid_state.settings.blur)
+ {
+ VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
- if (!r_shadow_bouncegrid_state.settings.blur)
- return;
-
- VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
-
- pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
- pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
- pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
- pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+ pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+ pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+ pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+ pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
- // blur on X
- R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
- // blur on Y
- R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
- // blur on Z
- R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
+ // blur on X
+ R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
+ // blur on Y
+ R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
+ // blur on Z
+ R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
- // toggle the state, highpixels now points to pixels[3] result
- r_shadow_bouncegrid_state.highpixels_index ^= 1;
- r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+ // toggle the state, highpixels now points to pixels[3] result
+ r_shadow_bouncegrid_state.highpixels_index ^= 1;
+ r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+ }
+ t->done = 1;
}
static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
r_shadow_bouncegrid_state.lastupdatetime = realtime;
}
-static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, int flag)
+void R_Shadow_BounceGrid_ClearTex_Task(taskqueue_task_t *t)
{
- vec3_t bouncerandom[10];
- dlight_t *light;
- int bouncecount;
- int hitsupercontentsmask;
- int skipsupercontentsmask;
- int skipmaterialflagsmask;
- int maxbounce;
- int shootparticles;
- int shotparticles;
- float bounceminimumintensity2;
- trace_t cliptrace;
- //trace_t cliptrace2;
- //trace_t cliptrace3;
- unsigned int lightindex;
- unsigned int seed;
- randomseed_t randomseed;
- vec3_t shotcolor;
- vec3_t baseshotcolor;
- vec3_t surfcolor;
- vec3_t clipend;
- vec3_t clipstart;
- vec3_t clipdiff;
- vec_t radius;
- vec_t distancetraveled;
- vec_t s;
- rtlight_t *rtlight;
-
- // compute a seed for the unstable random modes
- Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
- seed = realtime * 1000.0;
-
- r_shadow_bouncegrid_state.numsplatpaths = 0;
+ memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ t->done = 1;
+}
+static void R_Shadow_BounceGrid_TracePhotons_Shot(r_shadow_bouncegrid_photon_t *p, int remainingbounces, vec3_t shotstart, vec3_t shotend, vec3_t shotcolor, float bounceminimumintensity2, float previousrefractiveindex)
+{
+ int hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask;
+ vec3_t shothit;
+ vec3_t surfacenormal;
+ vec3_t reflectstart, reflectend, reflectcolor;
+ vec3_t refractstart, refractend, refractcolor;
+ vec_t s;
+ float reflectamount = 1.0f;
+ trace_t cliptrace;
// figure out what we want to interact with
- if (settings.hitmodels)
- hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
- else
- hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
+ hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
skipsupercontentsmask = 0;
- skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT;
- maxbounce = settings.maxbounce;
-
- for (lightindex = 0;lightindex < range2;lightindex++)
+ skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND;
+ //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
+ //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
+ if (r_shadow_bouncegrid_state.settings.staticmode || r_shadow_bouncegrid_state.settings.rng_seed < 0 || r_shadow_bouncegrid_threaded.integer)
{
- if (lightindex < range)
+ // static mode fires a LOT of rays but none of them are identical, so they are not cached
+ // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
+ cliptrace = CL_TraceLine(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+ }
+ else
+ {
+ // dynamic mode fires many rays and most will match the cache from the previous frame
+ cliptrace = CL_Cache_TraceLineSurfaces(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+ }
+ VectorCopy(cliptrace.endpos, shothit);
+ if ((remainingbounces == r_shadow_bouncegrid_state.settings.maxbounce || r_shadow_bouncegrid_state.settings.includedirectlighting) && p->numpaths < PHOTON_MAX_PATHS)
+ {
+ qboolean notculled = true;
+ // cull paths that fail R_CullBox in dynamic mode
+ if (!r_shadow_bouncegrid_state.settings.staticmode
+ && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
{
- light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (!light)
- continue;
- rtlight = &light->rtlight;
+ vec3_t cullmins, cullmaxs;
+ cullmins[0] = min(shotstart[0], shothit[0]) - r_shadow_bouncegrid_state.settings.spacing[0] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmins[1] = min(shotstart[1], shothit[1]) - r_shadow_bouncegrid_state.settings.spacing[1] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmins[2] = min(shotstart[2], shothit[2]) - r_shadow_bouncegrid_state.settings.spacing[2] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[0] = max(shotstart[0], shothit[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[1] = max(shotstart[1], shothit[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[2] = max(shotstart[2], shothit[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize;
+ if (R_CullBox(cullmins, cullmaxs))
+ notculled = false;
}
- else
- rtlight = r_refdef.scene.lights[lightindex - range];
- // note that this code used to keep track of residual photons and
- // distribute them evenly to achieve exactly a desired photon count,
- // but that caused unwanted flickering in dynamic mode
- shootparticles = (int)floor(rtlight->bouncegrid_photons);
- // skip if we won't be shooting any photons
- if (!shootparticles)
- continue;
- radius = rtlight->radius * settings.lightradiusscale;
- //s = settings.particleintensity / shootparticles;
- //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
- VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
- if (VectorLength2(baseshotcolor) <= 0.0f)
- continue;
- r_refdef.stats[r_stat_bouncegrid_lights]++;
- r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
- // we stop caring about bounces once the brightness goes below this fraction of the original intensity
- bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2;
-
- // for seeded random we start the RNG with the position of the light
- if (settings.rng_seed >= 0)
+ if (notculled)
{
- union
+ r_shadow_bouncegrid_photon_path_t *path = p->paths + p->numpaths++;
+ VectorCopy(shotstart, path->start);
+ VectorCopy(shothit, path->end);
+ VectorCopy(shotcolor, path->color);
+ }
+ }
+ if (cliptrace.fraction < 1.0f && remainingbounces > 0)
+ {
+ // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
+ // also clamp the resulting color to never add energy, even if the user requests extreme values
+ VectorCopy(cliptrace.plane.normal, surfacenormal);
+ VectorSet(reflectcolor, 0.5f, 0.5f, 0.5f);
+ VectorClear(refractcolor);
+ // FIXME: we need to determine the exact triangle, vertex color and texcoords and texture color and texture normal for the impacted point
+ if (cliptrace.hittexture)
+ {
+ if (cliptrace.hittexture->currentskinframe)
+ VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, reflectcolor);
+ if (cliptrace.hittexture->currentalpha < 1.0f && (cliptrace.hittexture->currentmaterialflags & (MATERIALFLAG_ALPHA | MATERIALFLAG_ALPHATEST)))
{
- unsigned int i[4];
- float f[4];
+ reflectamount *= cliptrace.hittexture->currentalpha;
+ if (cliptrace.hittexture->currentskinframe)
+ reflectamount *= cliptrace.hittexture->currentskinframe->avgcolor[3];
}
- u;
- u.f[0] = rtlight->shadoworigin[0];
- u.f[1] = rtlight->shadoworigin[1];
- u.f[2] = rtlight->shadoworigin[2];
- u.f[3] = 1;
- switch (settings.rng_type)
+ if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
{
- default:
- case 0:
- // we have to shift the seed provided by the user because the result must be odd
- Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (settings.rng_seed << 1));
- break;
- case 1:
- seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ settings.rng_seed;
- break;
+ float Fresnel;
+ vec3_t lightdir;
+ //reflectchance = pow(min(1.0f, 1.0f - cliptrace.
+ VectorSubtract(shotstart, shotend, lightdir);
+ VectorNormalize(lightdir);
+ Fresnel = min(1.0f, 1.0f - DotProduct(lightdir, surfacenormal));
+ Fresnel = Fresnel * Fresnel * (cliptrace.hittexture->reflectmax - cliptrace.hittexture->reflectmin) + cliptrace.hittexture->reflectmin;
+ reflectamount *= Fresnel;
+ VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor);
}
+ if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_REFRACTION)
+ VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor);
+ // make sure we do not gain energy even if surface colors are out of bounds
+ reflectcolor[0] = min(reflectcolor[0], 1.0f);
+ reflectcolor[1] = min(reflectcolor[1], 1.0f);
+ reflectcolor[2] = min(reflectcolor[2], 1.0f);
+ refractcolor[0] = min(refractcolor[0], 1.0f);
+ refractcolor[1] = min(refractcolor[1], 1.0f);
+ refractcolor[2] = min(refractcolor[2], 1.0f);
}
+ // reflected and refracted shots
+ VectorScale(reflectcolor, r_shadow_bouncegrid_state.settings.particlebounceintensity * reflectamount, reflectcolor);
+ VectorScale(refractcolor, (1.0f - reflectamount), refractcolor);
+ VectorMultiply(reflectcolor, shotcolor, reflectcolor);
+ VectorMultiply(refractcolor, shotcolor, refractcolor);
- for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+ if (VectorLength2(reflectcolor) >= bounceminimumintensity2)
{
- VectorCopy(baseshotcolor, shotcolor);
- VectorCopy(rtlight->shadoworigin, clipstart);
- switch (settings.rng_type)
- {
- default:
- case 0:
- VectorLehmerRandom(&randomseed, clipend);
- if (settings.bounceanglediffuse)
- {
- // we want random to be stable, so we still have to do all the random we would have done
- for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
- VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]);
- }
- break;
- case 1:
- VectorCheeseRandom(seed, clipend);
- if (settings.bounceanglediffuse)
- {
- // we want random to be stable, so we still have to do all the random we would have done
- for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
- VectorCheeseRandom(seed, bouncerandom[bouncecount]);
- }
- break;
- }
-
- // we want a uniform distribution spherically, not merely within the sphere
- if (settings.normalizevectors)
- VectorNormalize(clipend);
+ // reflect the remaining portion of the line across plane normal
+ VectorSubtract(shotend, shothit, reflectend);
+ VectorReflect(reflectend, 1.0, surfacenormal, reflectend);
+ // calculate the new line start and end
+ VectorCopy(shothit, reflectstart);
+ VectorAdd(reflectstart, reflectend, reflectend);
+ R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, reflectstart, reflectend, reflectcolor, bounceminimumintensity2, previousrefractiveindex);
+ }
- VectorMA(clipstart, radius, clipend, clipend);
- distancetraveled = 0.0f;
- for (bouncecount = 0;;bouncecount++)
- {
- r_refdef.stats[r_stat_bouncegrid_traces]++;
- rtlight->bouncegrid_traces++;
- //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
- //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
- if (settings.staticmode || settings.rng_seed < 0)
- {
- // static mode fires a LOT of rays but none of them are identical, so they are not cached
- // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
- cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
- }
- else
- {
- // dynamic mode fires many rays and most will match the cache from the previous frame
- cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
- }
- if (bouncecount > 0 || settings.includedirectlighting)
- {
- vec3_t hitpos;
- VectorCopy(cliptrace.endpos, hitpos);
- R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor, distancetraveled);
- }
- distancetraveled += VectorDistance(clipstart, cliptrace.endpos);
- s = VectorDistance(rtlight->shadoworigin, cliptrace.endpos);
- if (rtlight->bouncegrid_effectiveradius < s)
- rtlight->bouncegrid_effectiveradius = s;
- if (cliptrace.fraction >= 1.0f)
- break;
- r_refdef.stats[r_stat_bouncegrid_hits]++;
- rtlight->bouncegrid_hits++;
- if (bouncecount >= maxbounce)
- break;
- // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
- // also clamp the resulting color to never add energy, even if the user requests extreme values
- if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
- VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
- else
- VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
- VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
- surfcolor[0] = min(surfcolor[0], 1.0f);
- surfcolor[1] = min(surfcolor[1], 1.0f);
- surfcolor[2] = min(surfcolor[2], 1.0f);
- VectorMultiply(shotcolor, surfcolor, shotcolor);
- if (VectorLength2(shotcolor) <= bounceminimumintensity2)
- break;
- r_refdef.stats[r_stat_bouncegrid_bounces]++;
- if (settings.bounceanglediffuse)
- {
- // random direction, primarily along plane normal
- s = VectorDistance(cliptrace.endpos, clipend);
- VectorMA(cliptrace.plane.normal, 0.95f, bouncerandom[bouncecount], clipend);
- VectorNormalize(clipend);
- VectorScale(clipend, s, clipend);
- }
- else
- {
- // reflect the remaining portion of the line across plane normal
- VectorSubtract(clipend, cliptrace.endpos, clipdiff);
- VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
- }
- // calculate the new line start and end
- VectorCopy(cliptrace.endpos, clipstart);
- VectorAdd(clipstart, clipend, clipend);
- }
+ if (VectorLength2(refractcolor) >= bounceminimumintensity2)
+ {
+ // Check what refractive index is on the other side
+ float refractiveindex;
+ VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart);
+ refractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(refractstart);
+ // reflect the remaining portion of the line across plane normal
+ VectorSubtract(shotend, shothit, refractend);
+ s = refractiveindex / previousrefractiveindex;
+ VectorReflect(refractend, -1.0f / s, surfacenormal, refractend);
+ // we also need to reflect the start to the other side of the plane so it doesn't just hit the same surface again
+ // calculate the new line start and end
+ VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart);
+ VectorAdd(refractstart, refractend, refractend);
+ R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, refractstart, refractend, refractcolor, bounceminimumintensity2, refractiveindex);
}
}
}
+static void R_Shadow_BounceGrid_TracePhotons_ShotTask(taskqueue_task_t *t)
+{
+ r_shadow_bouncegrid_photon_t *p = (r_shadow_bouncegrid_photon_t *)t->p[0];
+ R_Shadow_BounceGrid_TracePhotons_Shot(p, r_shadow_bouncegrid_state.settings.maxbounce, p->start, p->end, p->color, p->bounceminimumintensity2, p->startrefractiveindex);
+ t->done = 1;
+}
+
+static void R_Shadow_BounceGrid_EnqueuePhotons_Task(taskqueue_task_t *t)
+{
+ int i;
+ for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++)
+ TaskQueue_Setup(r_shadow_bouncegrid_state.photons_tasks + i, NULL, R_Shadow_BounceGrid_TracePhotons_ShotTask, 0, 0, r_shadow_bouncegrid_state.photons + i, NULL);
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.photons_done_task, NULL, TaskQueue_Task_CheckTasksDone, r_shadow_bouncegrid_state.numphotons, 0, r_shadow_bouncegrid_state.photons_tasks, NULL);
+ if (r_shadow_bouncegrid_threaded.integer)
+ {
+ TaskQueue_Enqueue(r_shadow_bouncegrid_state.numphotons, r_shadow_bouncegrid_state.photons_tasks);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.photons_done_task);
+ }
+ else
+ {
+ // when not threaded we still have to report task status
+ for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++)
+ r_shadow_bouncegrid_state.photons_tasks[i].func(r_shadow_bouncegrid_state.photons_tasks + i);
+ r_shadow_bouncegrid_state.photons_done_task.done = 1;
+ }
+ t->done = 1;
+}
+
void R_Shadow_UpdateBounceGridTexture(void)
{
int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
r_shadow_bouncegrid_settings_t settings;
qboolean enable = false;
qboolean settingschanged;
- unsigned int range; // number of world lights
- unsigned int range1; // number of dynamic lights (or zero if disabled)
- unsigned int range2; // range+range1
enable = R_Shadow_BounceGrid_CheckEnable(flag);
if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
+ if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+ if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
r_shadow_bouncegrid_state.numpixels = 0;
+ r_shadow_bouncegrid_state.numphotons = 0;
r_shadow_bouncegrid_state.directional = false;
if (!enable)
R_Shadow_BounceGrid_UpdateSpacing();
- // get the range of light numbers we'll be looping over:
- // range = static lights
- // range1 = dynamic lights (optional)
- // range2 = range + range1
- range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
- range2 = range + range1;
+ // allocate the highpixels array we'll be accumulating light into
+ if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
+ r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
+ r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ r_shadow_bouncegrid_state.highpixels_index = 0;
+ r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+
+ // set up the tracking of photon data
+ if (r_shadow_bouncegrid_state.photons == NULL)
+ r_shadow_bouncegrid_state.photons = (r_shadow_bouncegrid_photon_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(r_shadow_bouncegrid_photon_t));
+ if (r_shadow_bouncegrid_state.photons_tasks == NULL)
+ r_shadow_bouncegrid_state.photons_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t));
+ r_shadow_bouncegrid_state.numphotons = 0;
+
+ // set up the tracking of slice tasks
+ if (r_shadow_bouncegrid_state.slices_tasks == NULL)
+ r_shadow_bouncegrid_state.slices_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t));
+
+ memset(&r_shadow_bouncegrid_state.cleartex_task, 0, sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.assignphotons_task, 0, sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.enqueuephotons_task, 0, sizeof(taskqueue_task_t));
+ memset(r_shadow_bouncegrid_state.photons_tasks, 0, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.photons_done_task, 0, sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.enqueue_slices_task, 0, sizeof(taskqueue_task_t));
+ memset(r_shadow_bouncegrid_state.slices_tasks, 0, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.slices_done_task, 0, sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.blurpixels_task, 0, sizeof(taskqueue_task_t));
+
+ // clear the texture
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.cleartex_task, NULL, R_Shadow_BounceGrid_ClearTex_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.cleartex_task);
// calculate weighting factors for distributing photons among the lights
- R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag);
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.assignphotons_task, NULL, R_Shadow_BounceGrid_AssignPhotons_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.assignphotons_task);
- // trace the photons from lights and accumulate illumination
- R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag);
+ // enqueue tasks to trace the photons from lights
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueuephotons_task, &r_shadow_bouncegrid_state.assignphotons_task, R_Shadow_BounceGrid_EnqueuePhotons_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueuephotons_task);
- // clear the texture
- R_Shadow_BounceGrid_ClearPixels();
-
- // accumulate the light splatting into texture
- R_Shadow_BounceGrid_PerformSplats();
+ // accumulate the light paths into texture
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueue_slices_task, &r_shadow_bouncegrid_state.photons_done_task, R_Shadow_BounceGrid_EnqueueSlices_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueue_slices_task);
// apply a mild blur filter to the texture
- R_Shadow_BounceGrid_BlurPixels();
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.blurpixels_task, &r_shadow_bouncegrid_state.slices_done_task, R_Shadow_BounceGrid_BlurPixels_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.blurpixels_task);
+
+ TaskQueue_WaitForTaskDone(&r_shadow_bouncegrid_state.blurpixels_task);
+ R_TimeReport("bouncegrid_gen");
// convert the pixels to lower precision and upload the texture
+ // this unfortunately has to run on the main thread for OpenGL calls, so we have to block on the previous task...
R_Shadow_BounceGrid_ConvertPixelsAndUpload();
+ R_TimeReport("bouncegrid_tex");
// after we compute the static lighting we don't need to keep the highpixels array around
if (settings.staticmode)
if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
+ if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+ if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
}
}
VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor);
if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f))
return;
- negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0) && vid.support.ext_blend_subtract;
+ negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0);
if(negated)
{
VectorNegate(ambientcolor, ambientcolor);
{
int i;
int numsurfaces;
- unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
+ unsigned char *shadowtrispvs, *surfacesides;
int numlightentities;
int numlightentities_noselfshadow;
int numshadowentities;
shadowentities = rtlight->cached_shadowentities;
shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
shadowtrispvs = rtlight->cached_shadowtrispvs;
- lighttrispvs = rtlight->cached_lighttrispvs;
surfacelist = rtlight->cached_surfacelist;
// make this the active rtlight for rendering purposes
{
int i;
int numsurfaces;
- unsigned char *shadowtrispvs, *lighttrispvs;
+ unsigned char *lighttrispvs;
int numlightentities;
int numlightentities_noselfshadow;
- int numshadowentities;
- int numshadowentities_noselfshadow;
entity_render_t **lightentities;
entity_render_t **lightentities_noselfshadow;
entity_render_t **shadowentities;
numlightentities = rtlight->cached_numlightentities;
numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
- numshadowentities = rtlight->cached_numshadowentities;
- numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
numsurfaces = rtlight->cached_numsurfaces;
lightentities = rtlight->cached_lightentities;
lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
shadowentities = rtlight->cached_shadowentities;
shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
- shadowtrispvs = rtlight->cached_shadowtrispvs;
lighttrispvs = rtlight->cached_lighttrispvs;
surfacelist = rtlight->cached_surfacelist;
castshadows = rtlight->castshadows;
{
float borderbias;
int size;
- float shadowmapoffsetnoselfshadow = 0;
matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
Matrix4x4_Abs(&radiustolight);
//Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size);
- if (rtlight->cached_numshadowentities_noselfshadow)
- shadowmapoffsetnoselfshadow = rtlight->shadowmapatlassidesize * 2;
-
// render lighting using the depth texture as shadowmap
// draw lighting in the unmasked areas
if (numsurfaces + numlightentities)
if (r_shadow_shadowmaptexturesize != shadowmaptexturesize ||
!(r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
- r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
+ r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32) ||
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer ||
r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
#ifndef USE_GLES2
if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2)
{
{
float zdist;
vec3_t centerorigin;
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#ifndef USE_GLES2
float vertex3f[12];
#endif
// if it's too close, skip it
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#ifndef USE_GLES2
CHECKGLERROR
// NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+ qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_allpixels);
GL_DepthFunc(GL_ALWAYS);
R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ qglEndQuery(GL_SAMPLES_PASSED);
GL_DepthFunc(GL_LEQUAL);
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+ qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_visiblepixels);
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ qglEndQuery(GL_SAMPLES_PASSED);
CHECKGLERROR
#endif
break;
{
vec3_t color;
unsigned int occlude = 0;
- GLint allpixels = 0, visiblepixels = 0;
// now we have to check the query result
if (rtlight->corona_queryindex_visiblepixels)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
- // See if we can use the GPU-side method to prevent implicit sync
- if (vid.support.arb_query_buffer_object) {
+#ifndef USE_GLES2
+ // store the pixel counts into a uniform buffer for the shader to
+ // use - we'll never know the results on the cpu without
+ // synchronizing and we don't want that
#define BUFFER_OFFSET(i) ((GLint *)((unsigned char*)NULL + (i)))
- if (!r_shadow_occlusion_buf) {
- qglGenBuffers(1, &r_shadow_occlusion_buf);
- qglBindBuffer(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
- qglBufferData(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
- } else {
- qglBindBuffer(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
- }
- qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0));
- qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
- qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
- occlude = MATERIALFLAG_OCCLUDE;
- cscale *= rtlight->corona_visibility;
- CHECKGLERROR
- break;
+ if (!r_shadow_occlusion_buf) {
+ qglGenBuffers(1, &r_shadow_occlusion_buf);
+ qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
+ qglBufferData(GL_QUERY_BUFFER, 8, NULL, GL_DYNAMIC_COPY);
+ } else {
+ qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
}
- CHECKGLERROR
- qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
- qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
- if (visiblepixels < 1 || allpixels < 1)
- return;
- rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
+ qglGetQueryObjectiv(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT, BUFFER_OFFSET(0));
+ qglGetQueryObjectiv(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT, BUFFER_OFFSET(4));
+ qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
+ occlude = MATERIALFLAG_OCCLUDE;
cscale *= rtlight->corona_visibility;
CHECKGLERROR
break;
if (VectorLength(color) > (1.0f / 256.0f))
{
float vertex3f[12];
- qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
+ qboolean negated = (color[0] + color[1] + color[2] < 0);
if(negated)
{
VectorNegate(color, color);
}
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
- R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false);
+ R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false, false);
if(negated)
GL_BlendEquationSubtract(false);
}
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- // check occlusion of coronas
- // use GL_ARB_occlusion_query if available
- // otherwise use raytraces
+ // check occlusion of coronas, using occlusion queries or raytraces
r_numqueries = 0;
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+ usequery = r_coronas_occlusionquery.integer;
+#ifndef USE_GLES2
if (usequery)
{
GL_ColorMask(0,0,0,0);
r_maxqueries = ((unsigned int)range + r_refdef.scene.numlights) * 4;
r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
CHECKGLERROR
- qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+ qglGenQueries(r_maxqueries - i, r_queries + i);
CHECKGLERROR
}
RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
float vertex3f[12];
R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
- R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+ R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false);
}
static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
skinframe = r_editlights_sprlight;
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
- R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+ R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false);
// draw selection sprite if light is selected
if (light->selected)
{
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
- R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+ R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false);
// VorteX todo: add normalmode/realtime mode light overlay sprites?
}
}
#endif
a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
#if _MSC_VER >= 1400
-, sizeof(cubemapname)
+, (unsigned int)sizeof(cubemapname)
#endif
, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
*s = tempchar;
R_Shadow_SelectLight(NULL);
}
-static void R_Shadow_EditLights_Clear_f(void)
+static void R_Shadow_EditLights_Clear_f(cmd_state_t *cmd)
{
R_Shadow_ClearWorldLights();
}
-void R_Shadow_EditLights_Reload_f(void)
+void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd)
{
if (!cl.worldmodel)
return;
}
}
-static void R_Shadow_EditLights_Save_f(void)
+static void R_Shadow_EditLights_Save_f(cmd_state_t *cmd)
{
if (!cl.worldmodel)
return;
R_Shadow_SaveWorldLights();
}
-static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
+static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(cmd_state_t *cmd)
{
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
}
-static void R_Shadow_EditLights_ImportLightsFile_f(void)
+static void R_Shadow_EditLights_ImportLightsFile_f(cmd_state_t *cmd)
{
R_Shadow_ClearWorldLights();
R_Shadow_LoadLightsFile();
}
-static void R_Shadow_EditLights_Spawn_f(void)
+static void R_Shadow_EditLights_Spawn_f(cmd_state_t *cmd)
{
vec3_t color;
if (!r_editlights.integer)
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
- if (Cmd_Argc() != 1)
+ if (Cmd_Argc(cmd) != 1)
{
Con_Print("r_editlights_spawn does not take parameters\n");
return;
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
}
-static void R_Shadow_EditLights_Edit_f(void)
+static void R_Shadow_EditLights_Edit_f(cmd_state_t *cmd)
{
vec3_t origin, angles, color;
vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
flags = r_shadow_selectedlight->flags;
normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
- if (!strcmp(Cmd_Argv(1), "origin"))
+ if (!strcmp(Cmd_Argv(cmd, 1), "origin"))
{
- if (Cmd_Argc() != 5)
+ if (Cmd_Argc(cmd) != 5)
{
- Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
return;
}
- origin[0] = atof(Cmd_Argv(2));
- origin[1] = atof(Cmd_Argv(3));
- origin[2] = atof(Cmd_Argv(4));
+ origin[0] = atof(Cmd_Argv(cmd, 2));
+ origin[1] = atof(Cmd_Argv(cmd, 3));
+ origin[2] = atof(Cmd_Argv(cmd, 4));
}
- else if (!strcmp(Cmd_Argv(1), "originscale"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "originscale"))
{
- if (Cmd_Argc() != 5)
+ if (Cmd_Argc(cmd) != 5)
{
- Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
return;
}
- origin[0] *= atof(Cmd_Argv(2));
- origin[1] *= atof(Cmd_Argv(3));
- origin[2] *= atof(Cmd_Argv(4));
+ origin[0] *= atof(Cmd_Argv(cmd, 2));
+ origin[1] *= atof(Cmd_Argv(cmd, 3));
+ origin[2] *= atof(Cmd_Argv(cmd, 4));
}
- else if (!strcmp(Cmd_Argv(1), "originx"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "originx"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- origin[0] = atof(Cmd_Argv(2));
+ origin[0] = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "originy"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "originy"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- origin[1] = atof(Cmd_Argv(2));
+ origin[1] = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "originz"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "originz"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- origin[2] = atof(Cmd_Argv(2));
+ origin[2] = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "move"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "move"))
{
- if (Cmd_Argc() != 5)
+ if (Cmd_Argc(cmd) != 5)
{
- Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
return;
}
- origin[0] += atof(Cmd_Argv(2));
- origin[1] += atof(Cmd_Argv(3));
- origin[2] += atof(Cmd_Argv(4));
+ origin[0] += atof(Cmd_Argv(cmd, 2));
+ origin[1] += atof(Cmd_Argv(cmd, 3));
+ origin[2] += atof(Cmd_Argv(cmd, 4));
}
- else if (!strcmp(Cmd_Argv(1), "movex"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "movex"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- origin[0] += atof(Cmd_Argv(2));
+ origin[0] += atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "movey"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "movey"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- origin[1] += atof(Cmd_Argv(2));
+ origin[1] += atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "movez"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "movez"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- origin[2] += atof(Cmd_Argv(2));
+ origin[2] += atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "angles"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "angles"))
{
- if (Cmd_Argc() != 5)
+ if (Cmd_Argc(cmd) != 5)
{
- Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
return;
}
- angles[0] = atof(Cmd_Argv(2));
- angles[1] = atof(Cmd_Argv(3));
- angles[2] = atof(Cmd_Argv(4));
+ angles[0] = atof(Cmd_Argv(cmd, 2));
+ angles[1] = atof(Cmd_Argv(cmd, 3));
+ angles[2] = atof(Cmd_Argv(cmd, 4));
}
- else if (!strcmp(Cmd_Argv(1), "anglesx"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "anglesx"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- angles[0] = atof(Cmd_Argv(2));
+ angles[0] = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "anglesy"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "anglesy"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- angles[1] = atof(Cmd_Argv(2));
+ angles[1] = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "anglesz"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "anglesz"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- angles[2] = atof(Cmd_Argv(2));
+ angles[2] = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "color"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "color"))
{
- if (Cmd_Argc() != 5)
+ if (Cmd_Argc(cmd) != 5)
{
- Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(cmd, 1));
return;
}
- color[0] = atof(Cmd_Argv(2));
- color[1] = atof(Cmd_Argv(3));
- color[2] = atof(Cmd_Argv(4));
+ color[0] = atof(Cmd_Argv(cmd, 2));
+ color[1] = atof(Cmd_Argv(cmd, 3));
+ color[2] = atof(Cmd_Argv(cmd, 4));
}
- else if (!strcmp(Cmd_Argv(1), "radius"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "radius"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- radius = atof(Cmd_Argv(2));
+ radius = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "colorscale"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "colorscale"))
{
- if (Cmd_Argc() == 3)
+ if (Cmd_Argc(cmd) == 3)
{
- double scale = atof(Cmd_Argv(2));
+ double scale = atof(Cmd_Argv(cmd, 2));
color[0] *= scale;
color[1] *= scale;
color[2] *= scale;
}
else
{
- if (Cmd_Argc() != 5)
+ if (Cmd_Argc(cmd) != 5)
{
- Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(cmd, 1));
return;
}
- color[0] *= atof(Cmd_Argv(2));
- color[1] *= atof(Cmd_Argv(3));
- color[2] *= atof(Cmd_Argv(4));
+ color[0] *= atof(Cmd_Argv(cmd, 2));
+ color[1] *= atof(Cmd_Argv(cmd, 3));
+ color[2] *= atof(Cmd_Argv(cmd, 4));
}
}
- else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "radiusscale") || !strcmp(Cmd_Argv(cmd, 1), "sizescale"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- radius *= atof(Cmd_Argv(2));
+ radius *= atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "style"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "style"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- style = atoi(Cmd_Argv(2));
+ style = atoi(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "cubemap"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "cubemap"))
{
- if (Cmd_Argc() > 3)
+ if (Cmd_Argc(cmd) > 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- if (Cmd_Argc() == 3)
- strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
+ if (Cmd_Argc(cmd) == 3)
+ strlcpy(cubemapname, Cmd_Argv(cmd, 2), sizeof(cubemapname));
else
cubemapname[0] = 0;
}
- else if (!strcmp(Cmd_Argv(1), "shadows"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "shadows"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ shadows = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "corona"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "corona"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- corona = atof(Cmd_Argv(2));
+ corona = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "coronasize"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "coronasize"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- coronasizescale = atof(Cmd_Argv(2));
+ coronasizescale = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "ambient"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "ambient"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- ambientscale = atof(Cmd_Argv(2));
+ ambientscale = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "diffuse"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "diffuse"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- diffusescale = atof(Cmd_Argv(2));
+ diffusescale = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "specular"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "specular"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- specularscale = atof(Cmd_Argv(2));
+ specularscale = atof(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "normalmode"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "normalmode"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ normalmode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
}
- else if (!strcmp(Cmd_Argv(1), "realtimemode"))
+ else if (!strcmp(Cmd_Argv(cmd, 1), "realtimemode"))
{
- if (Cmd_Argc() != 3)
+ if (Cmd_Argc(cmd) != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
return;
}
- realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ realtimemode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
}
else
{
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
}
-static void R_Shadow_EditLights_EditAll_f(void)
+static void R_Shadow_EditLights_EditAll_f(cmd_state_t *cmd)
{
size_t lightindex;
dlight_t *light, *oldselected;
if (!light)
continue;
R_Shadow_SelectLight(light);
- R_Shadow_EditLights_Edit_f();
+ R_Shadow_EditLights_Edit_f(&cmd_client);
}
// return to old selected (to not mess editing once selection is locked)
R_Shadow_SelectLight(oldselected);
dpsnprintf(temp, sizeof(temp), "BG stats : %i traces %i hits\n", r_shadow_selectedlight->rtlight.bouncegrid_traces, r_shadow_selectedlight->rtlight.bouncegrid_hits); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
}
-static void R_Shadow_EditLights_ToggleShadow_f(void)
+static void R_Shadow_EditLights_ToggleShadow_f(cmd_state_t *cmd)
{
if (!r_editlights.integer)
{
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, 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->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
}
-static void R_Shadow_EditLights_ToggleCorona_f(void)
+static void R_Shadow_EditLights_ToggleCorona_f(cmd_state_t *cmd)
{
if (!r_editlights.integer)
{
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, 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->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
}
-static void R_Shadow_EditLights_Remove_f(void)
+static void R_Shadow_EditLights_Remove_f(cmd_state_t *cmd)
{
if (!r_editlights.integer)
{
r_shadow_selectedlight = NULL;
}
-static void R_Shadow_EditLights_Help_f(void)
+static void R_Shadow_EditLights_Help_f(cmd_state_t *cmd)
{
Con_Print(
"Documentation on r_editlights system:\n"
);
}
-static void R_Shadow_EditLights_CopyInfo_f(void)
+static void R_Shadow_EditLights_CopyInfo_f(cmd_state_t *cmd)
{
if (!r_editlights.integer)
{
r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
}
-static void R_Shadow_EditLights_PasteInfo_f(void)
+static void R_Shadow_EditLights_PasteInfo_f(cmd_state_t *cmd)
{
if (!r_editlights.integer)
{
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
}
-static void R_Shadow_EditLights_Lock_f(void)
+static void R_Shadow_EditLights_Lock_f(cmd_state_t *cmd)
{
if (!r_editlights.integer)
{
Cvar_RegisterVariable(&r_editlights_current_specular);
Cvar_RegisterVariable(&r_editlights_current_normalmode);
Cvar_RegisterVariable(&r_editlights_current_realtimemode);
- Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
- Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
- Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
- Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
- Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
- Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
- Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
- Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
- Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
- Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
- Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
- Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
- Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
- Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
- Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
+ Cmd_AddCommand(&cmd_client, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
+ Cmd_AddCommand(&cmd_client, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
+ Cmd_AddCommand(&cmd_client, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
+ Cmd_AddCommand(&cmd_client, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
+ Cmd_AddCommand(&cmd_client, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
+ Cmd_AddCommand(&cmd_client, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
+ Cmd_AddCommand(&cmd_client, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
+ Cmd_AddCommand(&cmd_client, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
+ Cmd_AddCommand(&cmd_client, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
+ Cmd_AddCommand(&cmd_client, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
+ Cmd_AddCommand(&cmd_client, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
+ Cmd_AddCommand(&cmd_client, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
+ Cmd_AddCommand(&cmd_client, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
+ Cmd_AddCommand(&cmd_client, "r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
+ Cmd_AddCommand(&cmd_client, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
}