int *vertexremap;
int vertexupdatenum;
-int r_shadow_buffer_numclusterpvsbytes;
-qbyte *r_shadow_buffer_clusterpvs;
-int *r_shadow_buffer_clusterlist;
+int r_shadow_buffer_numleafpvsbytes;
+qbyte *r_shadow_buffer_leafpvs;
+int *r_shadow_buffer_leaflist;
int r_shadow_buffer_numsurfacepvsbytes;
qbyte *r_shadow_buffer_surfacepvs;
int *r_shadow_buffer_surfacelist;
rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalcubetexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_blankbumptexture;
-rtexture_t *r_shadow_blankglosstexture;
-rtexture_t *r_shadow_blankwhitetexture;
// lights are reloaded when this changes
char r_shadow_mapname[MAX_QPATH];
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
-cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
+cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
+cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
+cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
+cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
+cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
+cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"};
+cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
cvar_t r_editlights = {0, "r_editlights", "0"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
-int c_rt_lights, c_rt_clears, c_rt_scissored;
-int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
-int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
-
float r_shadow_attenpower, r_shadow_attenscale;
rtlight_t *r_shadow_compilingrtlight;
static int numcubemaps;
static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+#define SHADERPERMUTATION_SPECULAR (1<<0)
+#define SHADERPERMUTATION_FOG (1<<1)
+#define SHADERPERMUTATION_CUBEFILTER (1<<2)
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
+#define SHADERPERMUTATION_COUNT (1<<4)
+
+GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
+
void R_Shadow_UncompileWorldLights(void);
void R_Shadow_ClearWorldLights(void);
void R_Shadow_SaveWorldLights(void);
static void R_Shadow_MakeTextures(void);
void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+const char *builtinshader_light_vert =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // copy the surface texcoord\n"
+" TexCoord = gl_MultiTexCoord0.st;\n"
+"\n"
+" // transform vertex position into light attenuation/cubemap space\n"
+" // (-1 to +1 across the light box)\n"
+" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+" // transform unnormalized light direction into tangent space\n"
+" // (we use unnormalized to ensure that it interpolates correctly and then\n"
+" // normalize it per pixel)\n"
+" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+" // transform unnormalized eye direction into tangent space\n"
+" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+" // transform vertex to camera space, using ftransform to match non-VS\n"
+" // rendering\n"
+" gl_Position = ftransform();\n"
+"}\n"
+;
+
+const char *builtinshader_light_frag =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightColor;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularPower;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform float FogRangeRecip;\n"
+"#endif\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularScale;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Color;\n"
+"#ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // attenuation\n"
+" //\n"
+" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+" // center and sharp falloff at the edge, this is about the most efficient\n"
+" // we can get away with as far as providing illumination.\n"
+" //\n"
+" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+" // provide significant illumination, large = slow = pain.\n"
+" float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"#endif\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
+" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+" vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+" // get the texels - with a blendmap we'd need to blend multiple here\n"
+" vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
+" vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USESPECULAR\n"
+" vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
+"#endif\n"
+"\n"
+" // calculate shading\n"
+" vec3 diffusenormal = normalize(LightVector);\n"
+" vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+" color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+" // apply light cubemap filter\n"
+" color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+" // calculate fragment color\n"
+" gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
+"}\n"
+;
+
void r_shadow_start(void)
{
+ int i;
// allocate vertex processing arrays
numcubemaps = 0;
- r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankbumptexture = NULL;
- r_shadow_blankglosstexture = NULL;
- r_shadow_blankwhitetexture = NULL;
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
R_Shadow_ValidateCvars();
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
- r_shadow_buffer_numclusterpvsbytes = 0;
- r_shadow_buffer_clusterpvs = NULL;
- r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numleafpvsbytes = 0;
+ r_shadow_buffer_leafpvs = NULL;
+ r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ r_shadow_program_light[i] = 0;
+ if (gl_support_fragment_shader)
+ {
+ char *vertstring, *fragstring;
+ int vertstrings_count;
+ int fragstrings_count;
+ const char *vertstrings_list[SHADERPERMUTATION_COUNT];
+ const char *fragstrings_list[SHADERPERMUTATION_COUNT];
+ vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
+ fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ {
+ vertstrings_count = 0;
+ fragstrings_count = 0;
+ if (i & SHADERPERMUTATION_SPECULAR)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+ fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+ }
+ if (i & SHADERPERMUTATION_FOG)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+ fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+ }
+ if (i & SHADERPERMUTATION_CUBEFILTER)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+ fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+ }
+ if (i & SHADERPERMUTATION_OFFSETMAPPING)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+ fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+ }
+ vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
+ fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
+ r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+ if (!r_shadow_program_light[i])
+ {
+ Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
+ continue;
+ }
+ qglUseProgramObjectARB(r_shadow_program_light[i]);
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
+ if (i & SHADERPERMUTATION_SPECULAR)
+ {
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
+ }
+ if (i & SHADERPERMUTATION_CUBEFILTER)
+ {
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
+ }
+ if (i & SHADERPERMUTATION_FOG)
+ {
+ qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
+ }
+ }
+ qglUseProgramObjectARB(0);
+ if (fragstring)
+ Mem_Free(fragstring);
+ if (vertstring)
+ Mem_Free(vertstring);
+ }
}
void r_shadow_shutdown(void)
{
+ int i;
R_Shadow_UncompileWorldLights();
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ {
+ if (r_shadow_program_light[i])
+ {
+ GL_Backend_FreeProgram(r_shadow_program_light[i]);
+ r_shadow_program_light[i] = 0;
+ }
+ }
numcubemaps = 0;
- r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankbumptexture = NULL;
- r_shadow_blankglosstexture = NULL;
- r_shadow_blankwhitetexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowelements = 0;
Mem_Free(shadowmarklist);
shadowmarklist = NULL;
shadowmarkcount = 0;
- r_shadow_buffer_numclusterpvsbytes = 0;
- if (r_shadow_buffer_clusterpvs)
- Mem_Free(r_shadow_buffer_clusterpvs);
- r_shadow_buffer_clusterpvs = NULL;
- if (r_shadow_buffer_clusterlist)
- Mem_Free(r_shadow_buffer_clusterlist);
- r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numleafpvsbytes = 0;
+ if (r_shadow_buffer_leafpvs)
+ Mem_Free(r_shadow_buffer_leafpvs);
+ r_shadow_buffer_leafpvs = NULL;
+ if (r_shadow_buffer_leaflist)
+ Mem_Free(r_shadow_buffer_leaflist);
+ r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
if (r_shadow_buffer_surfacepvs)
Mem_Free(r_shadow_buffer_surfacepvs);
"r_shadow_projectdistance : shadow volume projection distance\n"
"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
+"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
"r_shadow_realtime_world : use high quality world lighting mode\n"
"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_realtime_world_compile : compile surface/visibility information\n"
+"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
+"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
+"r_shadow_glsl : use OpenGL Shading Language for lighting\n"
+"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
+"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
+"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
"r_shadow_scissor : use scissor optimization\n"
"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
"Commands:\n"
"r_shadow_help : this help\n"
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_realtime_dlight);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
Cvar_RegisterVariable(&r_shadow_realtime_world);
Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
- Cvar_RegisterVariable(&r_shadow_staticworldlights);
Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_visiblelighting);
Cvar_RegisterVariable(&r_shadow_visiblevolumes);
+ Cvar_RegisterVariable(&r_shadow_glsl);
+ Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
+ Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
+ Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
{
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
- r_shadow_buffer_numclusterpvsbytes = 0;
- r_shadow_buffer_clusterpvs = NULL;
- r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numleafpvsbytes = 0;
+ r_shadow_buffer_leafpvs = NULL;
+ r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-matrix4x4_t matrix_attenuationxyz =
+static matrix4x4_t matrix_attenuationxyz =
{
{
{0.5, 0.0, 0.0, 0.5},
}
};
-matrix4x4_t matrix_attenuationz =
+static matrix4x4_t matrix_attenuationz =
{
{
{0.0, 0.0, 0.5, 0.5},
return shadowelements;
}
-void R_Shadow_EnlargeClusterBuffer(int numclusters)
+static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
{
- int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
- if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+ int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
+ int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+ if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
{
- if (r_shadow_buffer_clusterpvs)
- Mem_Free(r_shadow_buffer_clusterpvs);
- if (r_shadow_buffer_clusterlist)
- Mem_Free(r_shadow_buffer_clusterlist);
- r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes;
- r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
- r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
+ if (r_shadow_buffer_leafpvs)
+ Mem_Free(r_shadow_buffer_leafpvs);
+ if (r_shadow_buffer_leaflist)
+ Mem_Free(r_shadow_buffer_leaflist);
+ r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
+ r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+ r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
}
-}
-
-void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
-{
- int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
{
if (r_shadow_buffer_surfacepvs)
int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
{
- int i, j, tris = 0, vr[3], t, outvertices = 0;
- const int *e, *n;
- float f, temp[3];
+ int i, j;
+ int outtriangles = 0, outvertices = 0;
+ const int *element;
+ const float *vertex;
if (maxvertexupdate < innumvertices)
{
memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
memset(vertexremap, 0, maxvertexupdate * sizeof(int));
}
-
+
+ for (i = 0;i < numshadowmarktris;i++)
+ shadowmark[shadowmarktris[i]] = shadowmarkcount;
+
for (i = 0;i < numshadowmarktris;i++)
{
- t = shadowmarktris[i];
- shadowmark[t] = shadowmarkcount;
- e = inelement3i + t * 3;
+ element = inelement3i + shadowmarktris[i] * 3;
// make sure the vertices are created
for (j = 0;j < 3;j++)
{
- if (vertexupdate[e[j]] != vertexupdatenum)
+ if (vertexupdate[element[j]] != vertexupdatenum)
{
- vertexupdate[e[j]] = vertexupdatenum;
- vertexremap[e[j]] = outvertices;
- VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
- f = projectdistance / VectorLength(temp);
- VectorCopy(invertex3f + e[j] * 3, outvertex3f);
- VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+ float ratio, direction[3];
+ vertexupdate[element[j]] = vertexupdatenum;
+ vertexremap[element[j]] = outvertices;
+ vertex = invertex3f + element[j] * 3;
+ // project one copy of the vertex to the sphere radius of the light
+ // (FIXME: would projecting it to the light box be better?)
+ VectorSubtract(vertex, projectorigin, direction);
+ ratio = projectdistance / VectorLength(direction);
+ VectorCopy(vertex, outvertex3f);
+ VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
outvertex3f += 6;
outvertices += 2;
}
}
- // output the front and back triangles
- outelement3i[0] = vertexremap[e[0]];
- outelement3i[1] = vertexremap[e[1]];
- outelement3i[2] = vertexremap[e[2]];
- outelement3i[3] = vertexremap[e[2]] + 1;
- outelement3i[4] = vertexremap[e[1]] + 1;
- outelement3i[5] = vertexremap[e[0]] + 1;
- outelement3i += 6;
- tris += 2;
}
for (i = 0;i < numshadowmarktris;i++)
{
- t = shadowmarktris[i];
- e = inelement3i + t * 3;
- n = inneighbor3i + t * 3;
+ int remappedelement[3];
+ int markindex;
+ const int *neighbortriangle;
+
+ markindex = shadowmarktris[i] * 3;
+ element = inelement3i + markindex;
+ neighbortriangle = inneighbor3i + markindex;
+ // output the front and back triangles
+ outelement3i[0] = vertexremap[element[0]];
+ outelement3i[1] = vertexremap[element[1]];
+ outelement3i[2] = vertexremap[element[2]];
+ outelement3i[3] = vertexremap[element[2]] + 1;
+ outelement3i[4] = vertexremap[element[1]] + 1;
+ outelement3i[5] = vertexremap[element[0]] + 1;
+
+ outelement3i += 6;
+ outtriangles += 2;
// output the sides (facing outward from this triangle)
- if (shadowmark[n[0]] != shadowmarkcount)
- {
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0];
- outelement3i[2] = vr[0] + 1;
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[1] + 1;
+ if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
+ {
+ remappedelement[0] = vertexremap[element[0]];
+ remappedelement[1] = vertexremap[element[1]];
+ outelement3i[0] = remappedelement[1];
+ outelement3i[1] = remappedelement[0];
+ outelement3i[2] = remappedelement[0] + 1;
+ outelement3i[3] = remappedelement[1];
+ outelement3i[4] = remappedelement[0] + 1;
+ outelement3i[5] = remappedelement[1] + 1;
+
outelement3i += 6;
- tris += 2;
- }
- if (shadowmark[n[1]] != shadowmarkcount)
- {
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[1] + 1;
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[2] + 1;
+ outtriangles += 2;
+ }
+ if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
+ {
+ remappedelement[1] = vertexremap[element[1]];
+ remappedelement[2] = vertexremap[element[2]];
+ outelement3i[0] = remappedelement[2];
+ outelement3i[1] = remappedelement[1];
+ outelement3i[2] = remappedelement[1] + 1;
+ outelement3i[3] = remappedelement[2];
+ outelement3i[4] = remappedelement[1] + 1;
+ outelement3i[5] = remappedelement[2] + 1;
+
outelement3i += 6;
- tris += 2;
- }
- if (shadowmark[n[2]] != shadowmarkcount)
- {
- vr[0] = vertexremap[e[0]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2];
- outelement3i[2] = vr[2] + 1;
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[0] + 1;
+ outtriangles += 2;
+ }
+ if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
+ {
+ remappedelement[0] = vertexremap[element[0]];
+ remappedelement[2] = vertexremap[element[2]];
+ outelement3i[0] = remappedelement[0];
+ outelement3i[1] = remappedelement[2];
+ outelement3i[2] = remappedelement[2] + 1;
+ outelement3i[3] = remappedelement[0];
+ outelement3i[4] = remappedelement[2] + 1;
+ outelement3i[5] = remappedelement[0] + 1;
+
outelement3i += 6;
- tris += 2;
+ outtriangles += 2;
}
}
if (outnumvertices)
*outnumvertices = outvertices;
- return tris;
+ return outtriangles;
}
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
}
-void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs)
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
{
- int i;
+ int t, tend;
+ const int *e;
const float *v[3];
-
- // check which triangles are facing the , and then output
- // triangle elements and vertices... by clever use of elements we
- // can construct the whole shadow from the unprojected vertices and
- // the projected vertices
-
- // identify lit faces within the bounding box
- R_Shadow_PrepareShadowMark(numtris);
- for (i = 0;i < numtris;i++)
+ if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
+ return;
+ tend = firsttriangle + numtris;
+ if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
+ && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
+ && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
{
- v[0] = invertex3f + elements[i*3+0] * 3;
- v[1] = invertex3f + elements[i*3+1] * 3;
- v[2] = invertex3f + elements[i*3+2] * 3;
- if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- shadowmarklist[numshadowmark++] = i;
+ // surface box entirely inside light box, no box cull
+ for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+ if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ else
+ {
+ // surface box not entirely inside light box, cull each triangle
+ for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+ {
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
+ && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
+ && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
+ && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
+ && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
+ && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
+ && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
}
- R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
-}
-
-void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius)
-{
- vec3_t mins, maxs;
- mins[0] = projectorigin[0] - radius;
- mins[1] = projectorigin[1] - radius;
- mins[2] = projectorigin[2] - radius;
- maxs[0] = projectorigin[0] + radius;
- maxs[1] = projectorigin[1] + radius;
- maxs[2] = projectorigin[2] + radius;
- R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs);
}
void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw(numvertices, numtriangles, element3i);
+ R_Mesh_Draw(0, numvertices, numtriangles, element3i);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtriangles;
// decrement stencil if frontface is behind depthbuffer
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
- R_Mesh_Draw(numvertices, numtriangles, element3i);
+ R_Mesh_Draw(0, numvertices, numtriangles, element3i);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtriangles;
GL_LockArrays(0, 0);
static void R_Shadow_MakeTextures(void)
{
- int x, y, z, d, side;
- float v[3], s, t, intensity;
+ int x, y, z, d;
+ float v[3], intensity;
qbyte *data;
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenpower = r_shadow_lightattenuationpower.value;
r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define NORMSIZE 64
#define ATTEN2DSIZE 64
#define ATTEN3DSIZE 32
- data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
- data[0] = 128;
- data[1] = 128;
- data[2] = 255;
- data[3] = 255;
- r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- data[0] = 255;
- data[1] = 255;
- data[2] = 255;
- data[3] = 255;
- r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- data[0] = 255;
- data[1] = 255;
- data[2] = 255;
- data[3] = 255;
- r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- if (gl_texturecubemap)
- {
- for (side = 0;side < 6;side++)
- {
- for (y = 0;y < NORMSIZE;y++)
- {
- for (x = 0;x < NORMSIZE;x++)
- {
- s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
- t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
- switch(side)
- {
- case 0:
- v[0] = 1;
- v[1] = -t;
- v[2] = -s;
- break;
- case 1:
- v[0] = -1;
- v[1] = -t;
- v[2] = s;
- break;
- case 2:
- v[0] = s;
- v[1] = 1;
- v[2] = t;
- break;
- case 3:
- v[0] = s;
- v[1] = -1;
- v[2] = -t;
- break;
- case 4:
- v[0] = s;
- v[1] = -t;
- v[2] = 1;
- break;
- case 5:
- v[0] = -s;
- v[1] = -t;
- v[2] = -1;
- break;
- }
- intensity = 127.0f / sqrt(DotProduct(v, v));
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
- }
- }
- }
- r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
- }
- else
- r_shadow_normalcubetexture = NULL;
+ data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
for (y = 0;y < ATTEN2DSIZE;y++)
{
for (x = 0;x < ATTEN2DSIZE;x++)
qglEnable(GL_CULL_FACE);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
r_shadowstage = SHADOWSTAGE_NONE;
-
- c_rt_lights = c_rt_clears = c_rt_scissored = 0;
- c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
- c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
}
void R_Shadow_Stage_ShadowVolumes(void)
}
}
+static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+{
+ float *color4f = varray_color4f;
+ float dist, intensity, v[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
+ {
+ dist = sqrt(dist);
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+}
+
+static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+{
+ float *color4f = varray_color4f;
+ float dist, intensity, v[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
+ {
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+}
+
// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
#define USETEXMATRIX
}
}
-void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int visiblelighting)
{
int renders;
float color[3], color2[3], colorscale;
rmeshstate_t m;
+ if (!basetexture)
+ basetexture = r_texture_white;
if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
+ bumptexture = r_texture_blanknormalmap;
+ if (!lightcolorbase)
+ lightcolorbase = vec3_origin;
+ if (!lightcolorpants)
+ lightcolorpants = vec3_origin;
+ if (!lightcolorshirt)
+ lightcolorshirt = vec3_origin;
+ specularscale *= r_shadow_glossintensity.value;
if (!glosstexture)
- glosstexture = r_shadow_blankglosstexture;
+ {
+ if (r_shadow_gloss.integer >= 2)
+ {
+ glosstexture = r_texture_white;
+ specularscale *= r_shadow_gloss2intensity.value;
+ }
+ else
+ {
+ glosstexture = r_texture_black;
+ specularscale = 0;
+ }
+ }
+ if (r_shadow_gloss.integer < 1)
+ specularscale = 0;
+ if (!lightcubemap)
+ lightcubemap = r_texture_whitecube;
+ if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
+ return;
+ if (visiblelighting)
+ {
+ int passes = 0;
+ if (r_shadow_glsl.integer && r_shadow_program_light[0])
+ passes++; // GLSL shader path (GFFX5200, Radeon 9500)
+ else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ {
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (!bumptexture)
+ bumptexture = r_texture_blanknormalmap;
+ if (!glosstexture)
+ glosstexture = r_texture_white;
+ if (ambientscale)
+ {
+ colorscale = ambientscale;
+ if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+ {
+ }
+ else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+ {
+ }
+ else if (r_textureunits.integer >= 4 && lightcubemap)
+ {
+ }
+ else if (r_textureunits.integer >= 3 && !lightcubemap)
+ {
+ }
+ else
+ passes++;
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (diffusescale)
+ {
+ colorscale = diffusescale;
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+ {
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
+ passes++;
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ {
+ // 1/2/2 3D combine path (original Radeon)
+ passes += 2;
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ {
+ // 2/2 3D combine path (original Radeon)
+ passes++;
+ }
+ else if (r_textureunits.integer >= 4)
+ {
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
+ passes++;
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ passes += 2;
+ }
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (specularscale && glosstexture != r_texture_black)
+ {
+ //if (gl_support_blendsquare)
+ {
+ colorscale = specularscale;
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ passes += 4;
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ passes += 3;
+ else
+ passes += 4;
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ }
+ }
+ else
+ {
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (ambientscale)
+ {
+ VectorScale(lightcolorbase, ambientscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (diffusescale)
+ {
+ VectorScale(lightcolorbase, diffusescale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ }
+ if (passes)
+ {
+ GL_Color(0.1*passes, 0.025*passes, 0, 1);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ }
+ return;
+ }
+ // FIXME: support EF_NODEPTHTEST
GL_DepthMask(false);
GL_DepthTest(true);
- if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ if (r_shadow_glsl.integer && r_shadow_program_light[0])
+ {
+ unsigned int perm, prog;
+ // GLSL shader path (GFFX5200, Radeon 9500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord3f[1] = svector3f;
+ m.pointer_texcoord3f[2] = tvector3f;
+ m.pointer_texcoord3f[3] = normal3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.tex[1] = R_GetTexture(basetexture);
+ m.tex[2] = R_GetTexture(glosstexture);
+ m.texcubemap[3] = R_GetTexture(lightcubemap);
+ // TODO: support fog (after renderer is converted to texture fog)
+ m.tex[4] = R_GetTexture(r_texture_white);
+ m.texmatrix[3] = *matrix_modeltolight;
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ CHECKGLERROR
+ perm = 0;
+ // only add a feature to the permutation if that permutation exists
+ // (otherwise it might end up not using a shader at all, which looks
+ // worse than using less features)
+ if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR])
+ perm |= SHADERPERMUTATION_SPECULAR;
+ //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG])
+ // perm |= SHADERPERMUTATION_FOG;
+ if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER])
+ perm |= SHADERPERMUTATION_CUBEFILTER;
+ if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING])
+ perm |= SHADERPERMUTATION_OFFSETMAPPING;
+ prog = r_shadow_program_light[perm];
+ qglUseProgramObjectARB(prog);CHECKGLERROR
+ // TODO: support fog (after renderer is converted to texture fog)
+ if (perm & SHADERPERMUTATION_FOG)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR
+ }
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR
+ if (perm & SHADERPERMUTATION_SPECULAR)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
+ }
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
+ if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+ {
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
+ }
+ if (perm & SHADERPERMUTATION_OFFSETMAPPING)
+ {
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
+ }
+ CHECKGLERROR
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ {
+ R_Mesh_TexBind(1, R_GetTexture(pantstexture));
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ {
+ R_Mesh_TexBind(1, R_GetTexture(shirttexture));
+ qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
+ qglUseProgramObjectARB(0);
+ // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
+ qglBegin(GL_TRIANGLES);
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
- if (lighting & LIGHTING_DIFFUSE)
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (!bumptexture)
+ bumptexture = r_texture_blanknormalmap;
+ if (!glosstexture)
+ glosstexture = r_texture_white;
+ if (ambientscale)
{
GL_Color(1,1,1,1);
- colorscale = r_shadow_lightintensityscale.value;
+ colorscale = ambientscale;
+ // colorscale accounts for how much we multiply the brightness
+ // during combine.
+ //
+ // mult is how many times the final pass of the lighting will be
+ // performed to get more brightness than otherwise possible.
+ //
+ // Limit mult to 64 for sanity sake.
+ if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+ {
+ // 3 3D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(basetexture);
+ m.pointer_texcoord[1] = texcoord2f;
+ m.texcubemap[2] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[2] = vertex3f;
+ m.texmatrix[2] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+#endif
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+ {
+ // 2 3D combine path (Geforce3, original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(basetexture);
+ m.pointer_texcoord[1] = texcoord2f;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_textureunits.integer >= 4 && lightcubemap)
+ {
+ // 4 2D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+#endif
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[3] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[3] = vertex3f;
+ m.texmatrix[3] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+#endif
+ }
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_textureunits.integer >= 3 && !lightcubemap)
+ {
+ // 3 2D combine path (Geforce3, original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+#endif
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = texcoord2f;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+#endif
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+#endif
+ }
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ // this final code is shared
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ VectorScale(lightcolorbase, colorscale, color2);
+ GL_LockArrays(firstvertex, numvertices);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
+ }
+ if (diffusescale)
+ {
+ GL_Color(1,1,1,1);
+ colorscale = diffusescale;
// colorscale accounts for how much we multiply the brightness
// during combine.
//
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
m.texmatrix[2] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[1] = *matrix_modeltolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
{
m.texmatrix[0] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[1] = *matrix_modeltolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
{
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[1] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_textureunits.integer >= 4)
{
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.pointer_texcoord3f[2] = vertex3f;
m.texmatrix[2] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.texmatrix[3] = *matrix_modeltoattenuationz;
#else
m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[1] = *matrix_modeltolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else
{
m.texmatrix[0] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.texmatrix[1] = *matrix_modeltoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[1] = *matrix_modeltolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_State(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, colorscale, color2);
+ VectorScale(lightcolorbase, colorscale, color2);
+ GL_LockArrays(firstvertex, numvertices);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
+ GL_LockArrays(0, 0);
}
- if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+ if (specularscale && glosstexture != r_texture_black)
{
// FIXME: detect blendsquare!
//if (gl_support_blendsquare)
{
- colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value;
- if (glosstexture == r_shadow_blankglosstexture)
- colorscale *= r_shadow_gloss2intensity.value;
+ colorscale = specularscale;
GL_Color(1,1,1,1);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
+ GL_LockArrays(firstvertex, numvertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
GL_LockArrays(0, 0);
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.texmatrix[0] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.texmatrix[1] = *matrix_modeltolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
+ GL_LockArrays(firstvertex, numvertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
GL_LockArrays(0, 0);
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.texmatrix[1] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else
{
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
+ GL_LockArrays(firstvertex, numvertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
GL_LockArrays(0, 0);
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[0] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
m.texmatrix[1] = *matrix_modeltoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
#endif
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
-
+
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.texmatrix[1] = *matrix_modeltolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
#endif
}
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ VectorScale(lightcolorbase, colorscale, color2);
+ GL_LockArrays(firstvertex, numvertices);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
+ }
+ }
+ else
+ {
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (ambientscale)
+ {
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ VectorScale(lightcolorbase, ambientscale, color2);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (r_textureunits.integer >= 2)
+ {
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+ if (r_textureunits.integer >= 3)
+ {
+ // Geforce3/Radeon class but not using dot3
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[2] = vertex3f;
+ m.texmatrix[2] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+#endif
+ }
+ }
+ if (r_textureunits.integer >= 3)
+ m.pointer_color = NULL;
+ else
+ m.pointer_color = varray_color4f;
R_Mesh_State(&m);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, colorscale, color2);
- GL_LockArrays(0, numverts);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
- GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ if (r_textureunits.integer >= 3)
+ GL_Color(color[0], color[1], color[2], 1);
+ else if (r_textureunits.integer >= 2)
+ R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight);
+ else
+ R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
- GL_LockArrays(0, 0);
}
- }
- else
- {
- if (lighting & LIGHTING_DIFFUSE)
+ if (diffusescale)
{
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ VectorScale(lightcolorbase, diffusescale, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.pointer_color = varray_color4f;
m.texmatrix[1] = *matrix_modeltoattenuationxyz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
#endif
if (r_textureunits.integer >= 3)
{
m.texmatrix[2] = *matrix_modeltoattenuationz;
#else
m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
#endif
}
}
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
if (r_textureunits.integer >= 3)
- R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+ R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
else if (r_textureunits.integer >= 2)
- R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+ R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
else
- R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
rtlight->corona = light->corona;
rtlight->style = light->style;
rtlight->isstatic = isstatic;
+ rtlight->coronasizescale = light->coronasizescale;
+ rtlight->ambientscale = light->ambientscale;
+ rtlight->diffusescale = light->diffusescale;
+ rtlight->specularscale = light->specularscale;
+ rtlight->flags = light->flags;
Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
// ConcatScale won't work here because this needs to scale rotate and
// translate, not just rotate
rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
- VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light);
+ VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
}
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
- entity_render_t *ent = &cl_entities[0].render;
- model_t *model = ent->model;
+ int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
+ entity_render_t *ent = r_refdef.worldentity;
+ model_t *model = r_refdef.worldmodel;
+ qbyte *data;
// compile the light
rtlight->compiled = true;
- rtlight->static_numclusters = 0;
- rtlight->static_numclusterpvsbytes = 0;
- rtlight->static_clusterlist = NULL;
- rtlight->static_clusterpvs = NULL;
+ rtlight->static_numleafs = 0;
+ rtlight->static_numleafpvsbytes = 0;
+ rtlight->static_leaflist = NULL;
+ rtlight->static_leafpvs = NULL;
+ rtlight->static_numsurfaces = 0;
+ rtlight->static_surfacelist = NULL;
rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
{
// this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
r_shadow_compilingrtlight = rtlight;
- R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
- R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces);
- model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
- if (numclusters)
- {
- rtlight->static_numclusters = numclusters;
- rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
- rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
- rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
- memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
- memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
- }
+ R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces);
+ model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
+ data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+ rtlight->static_numleafs = numleafs;
+ rtlight->static_numleafpvsbytes = numleafpvsbytes;
+ rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
+ rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
+ rtlight->static_numsurfaces = numsurfaces;
+ rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
+ if (numleafs)
+ memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
+ if (numleafpvsbytes)
+ memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
+ if (numsurfaces)
+ memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
if (model->DrawShadowVolume && rtlight->shadow)
{
rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
- model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
}
if (model->DrawLight)
{
rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, numsurfaces, r_shadow_buffer_surfacelist);
+ model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist, 0);
rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
}
// switch back to rendering when DrawShadowVolume or DrawLight is called
if (rtlight->static_meshchain_light)
Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
rtlight->static_meshchain_light = NULL;
- if (rtlight->static_clusterlist)
- Mem_Free(rtlight->static_clusterlist);
- rtlight->static_clusterlist = NULL;
- if (rtlight->static_clusterpvs)
- Mem_Free(rtlight->static_clusterpvs);
- rtlight->static_clusterpvs = NULL;
- rtlight->static_numclusters = 0;
- rtlight->static_numclusterpvsbytes = 0;
+ // these allocations are grouped
+ if (rtlight->static_leaflist)
+ Mem_Free(rtlight->static_leaflist);
+ rtlight->static_numleafs = 0;
+ rtlight->static_numleafpvsbytes = 0;
+ rtlight->static_leaflist = NULL;
+ rtlight->static_leafpvs = NULL;
+ rtlight->static_numsurfaces = 0;
+ rtlight->static_surfacelist = NULL;
rtlight->compiled = false;
}
}
R_RTLight_Uncompile(&light->rtlight);
}
-void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
{
- int i, shadow;
+ int i, shadow, usestencil;
entity_render_t *ent;
float f;
- vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+ vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
rtexture_t *cubemaptexture;
matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
- int numclusters, numsurfaces;
- int *clusterlist, *surfacelist;
- qbyte *clusterpvs;
- vec3_t cullmins, cullmaxs;
+ int numleafs, numsurfaces;
+ int *leaflist, *surfacelist;
+ qbyte *leafpvs;
+ vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
shadowmesh_t *mesh;
rmeshstate_t m;
+ // skip lights that don't light (corona only lights)
+ if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
+ return;
+
+ f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+ VectorScale(rtlight->color, f, lightcolor);
+ if (VectorLength2(lightcolor) < 0.01)
+ return;
+ /*
+ if (rtlight->selected)
+ {
+ f = 2 + sin(realtime * M_PI * 4.0);
+ VectorScale(lightcolor, f, lightcolor);
+ }
+ */
+
// loading is done before visibility checks because loading should happen
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
- if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+ if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
R_RTLight_Compile(rtlight);
if (rtlight->cubemapname[0])
cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
- if (d_lightstylevalue[rtlight->style] <= 0)
+ if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
return;
- numclusters = 0;
- clusterlist = NULL;
- clusterpvs = NULL;
+ numleafs = 0;
+ leaflist = NULL;
+ leafpvs = NULL;
numsurfaces = 0;
surfacelist = NULL;
- if (rtlight->compiled && r_shadow_staticworldlights.integer)
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
// compiled light, world available and can receive realtime lighting
- // retrieve cluster information
- numclusters = rtlight->static_numclusters;
- clusterlist = rtlight->static_clusterlist;
- clusterpvs = rtlight->static_clusterpvs;
+ // retrieve leaf information
+ numleafs = rtlight->static_numleafs;
+ leaflist = rtlight->static_leaflist;
+ leafpvs = rtlight->static_leafpvs;
+ numsurfaces = rtlight->static_numsurfaces;
+ surfacelist = rtlight->static_surfacelist;
VectorCopy(rtlight->cullmins, cullmins);
VectorCopy(rtlight->cullmaxs, cullmaxs);
}
- else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
+ else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
{
// dynamic light, world available and can receive realtime lighting
// if the light box is offscreen, skip it right away
if (R_CullBox(cullmins, cullmaxs))
return;
- // calculate lit surfaces and clusters
- R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
- R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces);
- cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
- clusterlist = r_shadow_buffer_clusterlist;
- clusterpvs = r_shadow_buffer_clusterpvs;
+ // calculate lit surfaces and leafs
+ R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces);
+ r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ leaflist = r_shadow_buffer_leaflist;
+ leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
}
- // if the reduced cluster bounds are offscreen, skip it
+ // if the reduced leaf bounds are offscreen, skip it
if (R_CullBox(cullmins, cullmaxs))
return;
- // check if light is illuminating any visible clusters
- if (numclusters)
+ // check if light is illuminating any visible leafs
+ if (numleafs)
{
- for (i = 0;i < numclusters;i++)
- if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
+ for (i = 0;i < numleafs;i++)
+ if (r_worldleafvisible[leaflist[i]])
break;
- if (i == numclusters)
+ if (i == numleafs)
return;
}
// set up a scissor rectangle for this light
if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
return;
- f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
- VectorScale(rtlight->color, f, lightcolor);
- /*
- if (rtlight->selected)
- {
- f = 2 + sin(realtime * M_PI * 4.0);
- VectorScale(lightcolor, f, lightcolor);
- }
- */
+ shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
+ usestencil = false;
-#if 1
- shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_realtime_world_shadows.integer : (r_shadow_realtime_world.integer ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer));
-#else
- shadow = false;
- if (rtlight->shadow)
+ if (shadow && ((gl_stencil && !visiblelighting) || visiblevolumes))
{
- if (rtlight->isstatic)
- shadow = r_shadow_realtime_world_shadows.integer;
- else
+ if (visiblevolumes)
{
- if (r_shadow_realtime_world.integer)
- shadow = r_shadow_realtime_world_dlightshadows.integer;
- else
- shadow = r_shadow_realtime_dlight_shadows.integer;
+ qglDisable(GL_CULL_FACE);
+ GL_DepthTest(visiblevolumes < 2);
+ GL_Color(0.0, 0.0125, 0.1, 1);
}
- }
-#endif
-
- if (shadow && (gl_stencil || visiblevolumes))
- {
- if (!visiblevolumes)
+ else
+ {
R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ usestencil = true;
+ }
+ ent = r_refdef.worldentity;
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
memset(&m, 0, sizeof(m));
R_Mesh_Matrix(&ent->matrix);
GL_LockArrays(0, mesh->numverts);
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- // decrement stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
GL_LockArrays(0, 0);
}
}
- else
+ else if (numsurfaces)
{
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
- ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
+ ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
}
if (r_drawentities.integer)
{
{
if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
continue;
- if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs))
+ if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingLeafPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
}
if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
// light emitting entities should not cast their own shadow
if (VectorLength2(relativelightorigin) < 0.1)
continue;
- ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
+ relativelightmins[0] = relativelightorigin[0] - rtlight->radius;
+ relativelightmins[1] = relativelightorigin[1] - rtlight->radius;
+ relativelightmins[2] = relativelightorigin[2] - rtlight->radius;
+ relativelightmaxs[0] = relativelightorigin[0] + rtlight->radius;
+ relativelightmaxs[1] = relativelightorigin[1] + rtlight->radius;
+ relativelightmaxs[2] = relativelightorigin[2] + rtlight->radius;
+ ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativelightmins, relativelightmaxs);
}
}
}
- if (!visiblevolumes)
+ if (visiblelighting || !visiblevolumes)
{
- R_Shadow_Stage_Light(shadow && gl_stencil);
+ if (visiblelighting)
+ {
+ qglEnable(GL_CULL_FACE);
+ GL_DepthTest(visiblelighting < 2);
+ GL_Color(0.1, 0.0125, 0, 1);
+ }
+ else
+ R_Shadow_Stage_Light(usestencil);
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
+ ent = r_refdef.worldentity;
+ if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
{
+ lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
{
R_Mesh_Matrix(&ent->matrix);
for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+ R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, visiblelighting);
}
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist, visiblelighting);
}
if (r_drawentities.integer)
{
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
+ // can't draw transparent entity lighting here because
+ // transparent meshes are deferred for later
+ if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
{
+ lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist, visiblelighting);
}
}
}
}
}
-void R_ShadowVolumeLighting(int visiblevolumes)
+void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes)
{
- int lnum;
+ int lnum, flag;
dlight_t *light;
rmeshstate_t m;
- if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+ if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
- if (visiblevolumes)
+ if (visiblelighting || visiblevolumes)
{
memset(&m, 0, sizeof(m));
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
- GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
- qglDisable(GL_CULL_FACE);
- GL_Color(0.0, 0.0125, 0.1, 1);
+ qglCullFace(GL_FRONT); // this culls back
}
else
R_Shadow_Stage_Begin();
- if (r_shadow_realtime_world.integer)
+ flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ if (r_shadow_debuglight.integer >= 0)
{
- if (r_shadow_debuglight.integer >= 0)
- {
- for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
- if (lnum == r_shadow_debuglight.integer)
- R_DrawRTLight(&light->rtlight, visiblevolumes);
- }
- else
- for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
- R_DrawRTLight(&light->rtlight, visiblevolumes);
+ for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+ if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
}
- if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+ else
+ for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+ if (light->flags & flag)
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
+ if (r_rtdlight)
for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
- R_DrawRTLight(&light->rtlight, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
- if (visiblevolumes)
+ if (visiblelighting || visiblevolumes)
{
qglEnable(GL_CULL_FACE);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
for (i = 0;i < 6;i++)
{
// generate an image name based on the base and and suffix
- snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+ dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
// load it
if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
{
return light;
}
-void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
VectorCopy(origin, light->origin);
light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
}
light->shadow = shadowenable;
light->corona = corona;
- if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
- strcpy(light->cubemapname, cubemapname);
+ if (!cubemapname)
+ cubemapname = "";
+ strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
+ light->coronasizescale = coronasizescale;
+ light->ambientscale = ambientscale;
+ light->diffusescale = diffusescale;
+ light->specularscale = specularscale;
+ light->flags = flags;
Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
for (i = 0;i < 5;i++)
{
lighttextures[i] = NULL;
- if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+ if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
lighttextures[i] = pic->tex;
}
- for (light = r_shadow_worldlightchain;light;light = light->next)
- R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
+ for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
}
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
+ if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
{
bestrating = rating;
best = light;
void R_Shadow_LoadWorldLights(void)
{
- int n, a, style, shadow;
- char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
- float origin[3], radius, color[3], angles[3], corona;
- if (cl.worldmodel == NULL)
+ int n, a, style, shadow, flags;
+ char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
+ float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
}
*/
t = s;
- while (*s && *s != '\n')
+ while (*s && *s != '\n' && *s != '\r')
s++;
if (!*s)
break;
- *s = 0;
+ tempchar = *s;
shadow = true;
// check for modifier flags
if (*t == '!')
shadow = false;
t++;
}
- a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+ *s = 0;
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
+ *s = tempchar;
+ if (a < 18)
+ flags = LIGHTFLAG_REALTIMEMODE;
+ if (a < 17)
+ specularscale = 1;
+ if (a < 16)
+ diffusescale = 1;
+ if (a < 15)
+ ambientscale = 0;
+ if (a < 14)
+ coronasizescale = 0.25f;
if (a < 13)
VectorClear(angles);
if (a < 10)
corona = 0;
if (a < 9 || !strcmp(cubemapname, "\"\""))
cubemapname[0] = 0;
- *s = '\n';
+ // remove quotes on cubemapname
+ if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
+ {
+ cubemapname[strlen(cubemapname)-1] = 0;
+ strcpy(cubemapname, cubemapname + 1);
+ }
if (a < 8)
{
- Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1);
+ Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
break;
}
VectorScale(color, r_editlights_rtlightscolorscale.value, color);
radius *= r_editlights_rtlightssizescale.value;
- R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname);
- s++;
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
+ if (*s == '\r')
+ s++;
+ if (*s == '\n')
+ s++;
n++;
}
if (*s)
char line[1024];
if (!r_shadow_worldlightchain)
return;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
+ if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
+ sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
+ else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
+ sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
+ else
+ sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style);
if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
- buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
+ buf = Mem_Alloc(tempmempool, bufmaxchars);
if (oldbuf)
{
if (bufchars)
void R_Shadow_LoadLightsFile(void)
{
int n, a, style;
- char name[MAX_QPATH], *lightsstring, *s, *t;
+ char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".lights", sizeof (name));
lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
while (*s)
{
t = s;
- while (*s && *s != '\n')
+ while (*s && *s != '\n' && *s != '\r')
s++;
if (!*s)
break;
+ tempchar = *s;
*s = 0;
a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
- *s = '\n';
+ *s = tempchar;
if (a < 14)
{
Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
radius = bound(15, radius, 4096);
VectorScale(color, (2.0f / (8388608.0f)), color);
- R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL);
- s++;
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
+ if (*s == '\r')
+ s++;
+ if (*s == '\n')
+ s++;
n++;
}
if (*s)
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
int entnum, style, islight, skin, pflags, effects, type, n;
- char key[256], value[1024];
- float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
+ char *entfiledata;
const char *data;
+ float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
+ char key[256], value[1024];
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- data = cl.worldmodel->brush.entities;
+ // try to load a .ent file first
+ FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
+ strlcat (key, ".ent", sizeof (key));
+ data = entfiledata = FS_LoadFile(key, tempmempool, true);
+ // and if that is not found, fall back to the bsp file entity string
+ if (!data)
+ data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
}
else if (!strcmp("style", key))
style = atoi(value);
- else if (cl.worldmodel->type == mod_brushq3)
+ else if (r_refdef.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
lightscale = atof(value);
}
VectorAdd(origin, originhack, origin);
if (radius >= 1)
- R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
}
+ if (entfiledata)
+ Mem_Free(entfiledata);
}
void R_Shadow_SetCursorLocationForView(void)
{
- vec_t dist, push, frac;
- vec3_t dest, endpos, normal;
+ vec_t dist, push;
+ vec3_t dest, endpos;
+ trace_t trace;
VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
- frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
- if (frac < 1)
+ trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
+ if (trace.fraction < 1)
{
- dist = frac * r_editlights_cursordistance.value;
+ dist = trace.fraction * r_editlights_cursordistance.value;
push = r_editlights_cursorpushback.value;
if (push > dist)
push = dist;
push = -push;
- VectorMA(endpos, push, r_viewforward, endpos);
- VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
+ VectorMA(trace.endpos, push, r_viewforward, endpos);
+ VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
}
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
void R_Shadow_EditLights_Reload_f(void)
{
- if (!cl.worldmodel)
+ if (!r_refdef.worldmodel)
return;
- strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+ strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLights();
if (r_shadow_worldlightchain == NULL)
void R_Shadow_EditLights_Save_f(void)
{
- if (!cl.worldmodel)
+ if (!r_refdef.worldmodel)
return;
R_Shadow_SaveWorldLights();
}
return;
}
color[0] = color[1] = color[2] = 1;
- R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
}
void R_Shadow_EditLights_Edit_f(void)
{
vec3_t origin, angles, color;
- vec_t radius, corona;
- int style, shadows;
+ vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
+ int style, shadows, flags, normalmode, realtimemode;
char cubemapname[1024];
if (!r_editlights.integer)
{
cubemapname[0] = 0;
shadows = r_shadow_selectedlight->shadow;
corona = r_shadow_selectedlight->corona;
+ coronasizescale = r_shadow_selectedlight->coronasizescale;
+ ambientscale = r_shadow_selectedlight->ambientscale;
+ diffusescale = r_shadow_selectedlight->diffusescale;
+ specularscale = r_shadow_selectedlight->specularscale;
+ flags = r_shadow_selectedlight->flags;
+ normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
+ realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
if (!strcmp(Cmd_Argv(1), "origin"))
{
if (Cmd_Argc() != 5)
}
corona = atof(Cmd_Argv(2));
}
+ else if (!strcmp(Cmd_Argv(1), "coronasize"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ coronasizescale = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "ambient"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ ambientscale = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "diffuse"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ diffusescale = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "specular"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ specularscale = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "normalmode"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "realtimemode"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ }
else
{
Con_Print("usage: r_editlights_edit [property] [value]\n");
Con_Print("Selected light's properties:\n");
- Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
- Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
- Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
- Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
- Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
- Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
- Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
- Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
+ Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+ Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+ Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+ Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
+ Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
+ Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
+ Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
+ Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
+ Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
+ Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
+ Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
+ Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
+ Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
+ Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
return;
}
- R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname);
+ flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
+ R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
}
void R_Shadow_EditLights_EditAll_f(void)
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
{
+ int lightnumber, lightcount;
+ dlight_t *light;
float x, y;
char temp[256];
if (!r_editlights.integer)
return;
x = 0;
y = con_vislines;
- sprintf(temp, "Cursor %f %f %f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ lightnumber = -1;
+ lightcount = 0;
+ for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
+ if (light == r_shadow_selectedlight)
+ lightnumber = lightcount;
+ sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
if (r_shadow_selectedlight == NULL)
return;
- sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
}
void R_Shadow_EditLights_ToggleShadow_f(void)
Con_Print("No selected light.\n");
return;
}
- 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_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);
}
void R_Shadow_EditLights_ToggleCorona_f(void)
Con_Print("No selected light.\n");
return;
}
- 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_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);
}
void R_Shadow_EditLights_Remove_f(void)
"cubemap basename : set filter cubemap of light (not yet supported)\n"
"shadows 1/0 : turn on/off shadows\n"
"corona n : set corona intensity\n"
+"coronasize n : set corona size (0-1)\n"
+"ambient n : set ambient intensity (0-1)\n"
+"diffuse n : set diffuse intensity (0-1)\n"
+"specular n : set specular intensity (0-1)\n"
+"normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
+"realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
"<nothing> : print light properties to console\n"
);
}
r_shadow_bufferlight.cubemapname[0] = 0;
r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
+ r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
+ r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
+ r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
+ r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
+ r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
}
void R_Shadow_EditLights_PasteInfo_f(void)
Con_Print("No selected light.\n");
return;
}
- 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_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);
}
void R_Shadow_EditLights_Init(void)