+/*
+Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
+An extrusion of the lit faces, beginning at the original geometry and ending
+further from the light source than the original geometry (presumably at least
+as far as the light's radius, if the light has a radius at all), capped at
+both front and back to avoid any problems (extrusion from dark faces also
+works but has a different set of problems)
+
+This is rendered using Carmack's Reverse technique, in which backfaces behind
+zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
+decrement the stencil, the result is a stencil value of zero where shadows
+did not intersect the visible geometry, suitable as a stencil mask for
+rendering lighting everywhere but shadow.
+
+In our case we use a biased stencil clear of 128 to avoid requiring the
+stencil wrap extension (but probably should support it), and to address
+Creative's patent on this sort of technology we also draw the frontfaces
+first, and backfaces second (decrement, increment).
+
+Patent warning:
+This algorithm may be covered by Creative's patent (US Patent #6384822)
+on Carmack's Reverse paper (which I have not read), however that patent
+seems to be about drawing a stencil shadow from a model in an otherwise
+unshadowed scene, where as realtime lighting technology draws light where
+shadows do not lie.
+
+
+
+Terminology: Stencil Light Volume (sometimes called Light Volumes)
+Similar to a Stencil Shadow Volume, but inverted; rather than containing the
+areas in shadow it contanis the areas in light, this can only be built
+quickly for certain limited cases (such as portal visibility from a point),
+but is quite useful for some effects (sunlight coming from sky polygons is
+one possible example, translucent occluders is another example).
+
+
+
+Terminology: Optimized Stencil Shadow Volume
+A Stencil Shadow Volume that has been processed sufficiently to ensure it has
+no duplicate coverage of areas (no need to shadow an area twice), often this
+greatly improves performance but is an operation too costly to use on moving
+lights (however completely optimal Stencil Light Volumes can be constructed
+in some ideal cases).
+
+
+
+Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
+Per pixel evaluation of lighting equations, at a bare minimum this involves
+DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
+vector and surface normal, using a texture of the surface bumps, called a
+NormalMap) if supported by hardware; in our case there is support for cards
+which are incapable of DOT3, the quality is quite poor however. Additionally
+it is desirable to have specular evaluation per pixel, per vertex
+normalization of specular halfangle vectors causes noticable distortion but
+is unavoidable on hardware without GL_ARB_fragment_program.
+
+
+
+Terminology: Normalization CubeMap
+A cubemap containing normalized dot3-encoded (vectors of length 1 or less
+encoded as RGB colors) for any possible direction, this technique allows per
+pixel calculation of incidence vector for per pixel lighting purposes, which
+would not otherwise be possible per pixel without GL_ARB_fragment_program.
+
+
+
+Terminology: 2D Attenuation Texturing
+A very crude approximation of light attenuation with distance which results
+in cylindrical light shapes which fade vertically as a streak (some games
+such as Doom3 allow this to be rotated to be less noticable in specific
+cases), the technique is simply modulating lighting by two 2D textures (which
+can be the same) on different axes of projection (XY and Z, typically), this
+is the best technique available without 3D Attenuation Texturing or
+GL_ARB_fragment_program technology.
+
+
+
+Terminology: 3D Attenuation Texturing
+A slightly crude approximation of light attenuation with distance, its flaws
+are limited radius and resolution (performance tradeoffs).
+
+
+
+Terminology: 3D Attenuation-Normalization Texturing
+A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
+vectors shorter the lighting becomes darker, a very effective optimization of
+diffuse lighting if 3D Attenuation Textures are already used.
+
+
+
+Terminology: Light Cubemap Filtering
+A technique for modeling non-uniform light distribution according to
+direction, for example projecting a stained glass window image onto a wall,
+this is done by texturing the lighting with a cubemap.
+
+
+
+Terminology: Light Projection Filtering
+A technique for modeling shadowing of light passing through translucent
+surfaces, allowing stained glass windows and other effects to be done more
+elegantly than possible with Light Cubemap Filtering by applying an occluder
+texture to the lighting combined with a stencil light volume to limit the lit
+area (this allows evaluating multiple translucent occluders in a scene).
+
+
+
+Terminology: Doom3 Lighting
+A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
+CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
+the (currently upcoming) game Doom3.
+*/
+
#include "quakedef.h"
#include "r_shadow.h"
#include "cl_collision.h"
+#include "portals.h"
+#include "image.h"
extern void R_Shadow_EditLights_Init(void);
#define SHADOWSTAGE_NONE 0
#define SHADOWSTAGE_STENCIL 1
#define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_ERASESTENCIL 3
+#define SHADOWSTAGE_STENCILTWOSIDE 3
int r_shadowstage = SHADOWSTAGE_NONE;
int r_shadow_reloadlights = false;
-int r_shadow_lightingmode = 0;
-
mempool_t *r_shadow_mempool;
int maxshadowelements;
int *shadowelements;
-int maxtrianglefacinglight;
-qbyte *trianglefacinglight;
+
+int maxshadowmark;
+int numshadowmark;
+int *shadowmark;
+int *shadowmarklist;
+int shadowmarkcount;
+
+int maxvertexupdate;
+int *vertexupdate;
+int *vertexremap;
+int vertexupdatenum;
+
+int r_shadow_buffer_numclusterpvsbytes;
+qbyte *r_shadow_buffer_clusterpvs;
+int *r_shadow_buffer_clusterlist;
+
+int r_shadow_buffer_numsurfacepvsbytes;
+qbyte *r_shadow_buffer_surfacepvs;
+int *r_shadow_buffer_surfacelist;
rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalscubetexture;
+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;
+// used only for light filters (cubemaps)
+rtexturepool_t *r_shadow_filters_texturepool;
+
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
-cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
-cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
-cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+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 = {0, "r_shadow_realtime_dlight", "1"};
+cvar_t r_shadow_realtime_dlight_shadows = {0, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_world_dlightshadows = {0, "r_shadow_realtime_world_dlightshadows", "1"};
+cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_realtime_world_shadows = {0, "r_shadow_realtime_world_shadows", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
-cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
-cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "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_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
+cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
+
+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;
void R_Shadow_ClearWorldLights(void);
void R_Shadow_SaveWorldLights(void);
r_shadow_mempool = Mem_AllocPool("R_Shadow");
maxshadowelements = 0;
shadowelements = NULL;
- maxtrianglefacinglight = 0;
- trianglefacinglight = NULL;
- r_shadow_normalscubetexture = NULL;
+ maxvertexupdate = 0;
+ vertexupdate = NULL;
+ vertexremap = NULL;
+ vertexupdatenum = 0;
+ maxshadowmark = 0;
+ numshadowmark = 0;
+ shadowmark = NULL;
+ shadowmarklist = NULL;
+ shadowmarkcount = 0;
+ r_shadow_buffer_numclusterpvsbytes = 0;
+ r_shadow_buffer_clusterpvs = NULL;
+ r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numsurfacepvsbytes = 0;
+ r_shadow_buffer_surfacepvs = NULL;
+ r_shadow_buffer_surfacelist = NULL;
+ 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_ClearWorldLights();
r_shadow_reloadlights = true;
}
{
R_Shadow_ClearWorldLights();
r_shadow_reloadlights = true;
- r_shadow_normalscubetexture = NULL;
+ 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;
shadowelements = NULL;
- maxtrianglefacinglight = 0;
- trianglefacinglight = NULL;
+ maxvertexupdate = 0;
+ vertexupdate = NULL;
+ vertexremap = NULL;
+ vertexupdatenum = 0;
+ maxshadowmark = 0;
+ numshadowmark = 0;
+ shadowmark = NULL;
+ shadowmarklist = NULL;
+ shadowmarkcount = 0;
+ r_shadow_buffer_numclusterpvsbytes = 0;
+ r_shadow_buffer_clusterpvs = NULL;
+ r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numsurfacepvsbytes = 0;
+ r_shadow_buffer_surfacepvs = NULL;
+ r_shadow_buffer_surfacelist = NULL;
Mem_FreePool(&r_shadow_mempool);
}
r_shadow_reloadlights = true;
}
+void R_Shadow_Help_f(void)
+{
+ Con_Printf(
+"Documentation on r_shadow system:\n"
+"Settings:\n"
+"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
+"r_shadow_debuglight : render only this light number (-1 = all)\n"
+"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
+"r_shadow_gloss2intensity : brightness of forced gloss\n"
+"r_shadow_glossintensity : brightness of textured gloss\n"
+"r_shadow_lightattenuationpower : used to generate attenuation texture\n"
+"r_shadow_lightattenuationscale : used to generate attenuation texture\n"
+"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
+"r_shadow_portallight : use portal visibility for static light precomputation\n"
+"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_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_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_visiblevolumes : useful for performance testing; bright = slow!\n"
+"Commands:\n"
+"r_shadow_help : this help\n"
+ );
+}
+
void R_Shadow_Init(void)
{
+ Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+ Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+ Cvar_RegisterVariable(&r_shadow_cull);
+ Cvar_RegisterVariable(&r_shadow_debuglight);
+ Cvar_RegisterVariable(&r_shadow_gloss);
+ Cvar_RegisterVariable(&r_shadow_gloss2intensity);
+ Cvar_RegisterVariable(&r_shadow_glossintensity);
Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
- Cvar_RegisterVariable(&r_shadow_realtime);
- Cvar_RegisterVariable(&r_shadow_gloss);
- Cvar_RegisterVariable(&r_shadow_debuglight);
+ Cvar_RegisterVariable(&r_shadow_portallight);
+ Cvar_RegisterVariable(&r_shadow_projectdistance);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
+ 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_scissor);
- Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
- Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
- Cvar_RegisterVariable(&r_shadow_shadownudge);
+ 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_visiblevolumes);
+ Cvar_RegisterVariable(&gl_ext_stenciltwoside);
+ if (gamemode == GAME_TENEBRAE)
+ {
+ Cvar_SetValue("r_shadow_gloss", 2);
+ Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
+ }
+ Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
R_Shadow_EditLights_Init();
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-void R_Shadow_ProjectVertices(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
+matrix4x4_t matrix_attenuationxyz =
+{
+ {
+ {0.5, 0.0, 0.0, 0.5},
+ {0.0, 0.5, 0.0, 0.5},
+ {0.0, 0.0, 0.5, 0.5},
+ {0.0, 0.0, 0.0, 1.0}
+ }
+};
+
+matrix4x4_t matrix_attenuationz =
{
- int i;
- float *in, *out, diff[4];
- in = verts;
- out = verts + numverts * 4;
- for (i = 0;i < numverts;i++, in += 4, out += 4)
{
- VectorSubtract(in, relativelightorigin, diff);
- VectorNormalizeFast(diff);
- VectorMA(in, projectdistance, diff, out);
- VectorMA(in, r_shadow_shadownudge.value, diff, in);
+ {0.0, 0.0, 0.5, 0.5},
+ {0.0, 0.0, 0.0, 0.5},
+ {0.0, 0.0, 0.0, 0.5},
+ {0.0, 0.0, 0.0, 1.0}
+ }
+};
+
+int *R_Shadow_ResizeShadowElements(int numtris)
+{
+ // make sure shadowelements is big enough for this volume
+ if (maxshadowelements < numtris * 24)
+ {
+ maxshadowelements = numtris * 24;
+ if (shadowelements)
+ Mem_Free(shadowelements);
+ shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
}
+ return shadowelements;
}
-void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex, int numtris, qbyte *trianglefacinglight, const float *relativelightorigin, float lightradius)
+void R_Shadow_EnlargeClusterBuffer(int numclusters)
{
- int i;
- const float *v0, *v1, *v2;
- for (i = 0;i < numtris;i++, elements += 3)
- {
- // calculate triangle facing flag
- v0 = vertex + elements[0] * 4;
- v1 = vertex + elements[1] * 4;
- v2 = vertex + elements[2] * 4;
- // we do not need to normalize the surface normal because both sides
- // of the comparison use it, therefore they are both multiplied the
- // same amount... furthermore the subtract can be done on the
- // vectors, saving a little bit of math in the dotproducts
-#if 1
- // fast version
- // subtracts v1 from v0 and v2, combined into a crossproduct,
- // combined with a dotproduct of the light location relative to the
- // first point of the triangle (any point works, since the triangle
- // is obviously flat), and finally a comparison to determine if the
- // light is infront of the triangle (the goal of this statement)
- trianglefacinglight[i] =
- (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
- + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2]))
- + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0;
-#else
- // readable version
- {
- float dir0[3], dir1[3], temp[3];
-
- // calculate two mostly perpendicular edge directions
- VectorSubtract(v0, v1, dir0);
- VectorSubtract(v2, v1, dir1);
-
- // we have two edge directions, we can calculate a third vector from
- // them, which is the direction of the surface normal (it's magnitude
- // is not 1 however)
- CrossProduct(dir0, dir1, temp);
-
- // this is entirely unnecessary, but kept for clarity
- //VectorNormalize(temp);
-
- // compare distance of light along normal, with distance of any point
- // of the triangle along the same normal (the triangle is planar,
- // I.E. flat, so all points give the same answer)
- // the normal is not normalized because it is used on both sides of
- // the comparison, so it's magnitude does not matter
- trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
- }
-#endif
+ int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
+ if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+ {
+ 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));
}
}
-int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numtris, int numverts, const qbyte *trianglefacinglight, int *out)
+void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
{
- int i, tris;
- // check each frontface for bordering backfaces,
- // and cast shadow polygons from those edges,
- // also create front and back caps for shadow volume
- tris = 0;
- for (i = 0;i < numtris;i++, elements += 3, neighbors += 3)
+ int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+ if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
{
- if (trianglefacinglight[i])
- {
- // triangle is frontface and therefore casts shadow,
- // output front and back caps for shadow volume
- // front cap
- out[0] = elements[0];
- out[1] = elements[1];
- out[2] = elements[2];
- // rear cap (with flipped winding order)
- out[3] = elements[0] + numverts;
- out[4] = elements[2] + numverts;
- out[5] = elements[1] + numverts;
- out += 6;
- tris += 2;
- // check the edges
- if (neighbors[0] < 0 || !trianglefacinglight[neighbors[0]])
- {
- out[0] = elements[1];
- out[1] = elements[0];
- out[2] = elements[0] + numverts;
- out[3] = elements[1];
- out[4] = elements[0] + numverts;
- out[5] = elements[1] + numverts;
- out += 6;
- tris += 2;
- }
- if (neighbors[1] < 0 || !trianglefacinglight[neighbors[1]])
- {
- out[0] = elements[2];
- out[1] = elements[1];
- out[2] = elements[1] + numverts;
- out[3] = elements[2];
- out[4] = elements[1] + numverts;
- out[5] = elements[2] + numverts;
- out += 6;
- tris += 2;
- }
- if (neighbors[2] < 0 || !trianglefacinglight[neighbors[2]])
- {
- out[0] = elements[0];
- out[1] = elements[2];
- out[2] = elements[2] + numverts;
- out[3] = elements[0];
- out[4] = elements[2] + numverts;
- out[5] = elements[0] + numverts;
- out += 6;
- tris += 2;
- }
- }
+ if (r_shadow_buffer_surfacepvs)
+ Mem_Free(r_shadow_buffer_surfacepvs);
+ if (r_shadow_buffer_surfacelist)
+ Mem_Free(r_shadow_buffer_surfacelist);
+ r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
+ r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+ r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
}
- return tris;
}
-void R_Shadow_ResizeTriangleFacingLight(int numtris)
+void R_Shadow_PrepareShadowMark(int numtris)
{
- // make sure trianglefacinglight is big enough for this volume
- if (maxtrianglefacinglight < numtris)
+ // make sure shadowmark is big enough for this volume
+ if (maxshadowmark < numtris)
+ {
+ maxshadowmark = numtris;
+ if (shadowmark)
+ Mem_Free(shadowmark);
+ if (shadowmarklist)
+ Mem_Free(shadowmarklist);
+ shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+ shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+ shadowmarkcount = 0;
+ }
+ shadowmarkcount++;
+ // if shadowmarkcount wrapped we clear the array and adjust accordingly
+ if (shadowmarkcount == 0)
{
- maxtrianglefacinglight = numtris;
- if (trianglefacinglight)
- Mem_Free(trianglefacinglight);
- trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
+ shadowmarkcount = 1;
+ memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
}
+ numshadowmark = 0;
}
-void R_Shadow_ResizeShadowElements(int numtris)
+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)
{
- // make sure shadowelements is big enough for this volume
- if (maxshadowelements < numtris * 24)
+ int i, j, tris = 0, vr[3], t, outvertices = 0;
+ const int *e, *n;
+ float f, temp[3];
+
+ if (maxvertexupdate < innumvertices)
{
- maxshadowelements = numtris * 24;
- if (shadowelements)
- Mem_Free(shadowelements);
- shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
+ maxvertexupdate = innumvertices;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
+ if (vertexremap)
+ Mem_Free(vertexremap);
+ vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexupdatenum = 0;
+ }
+ vertexupdatenum++;
+ if (vertexupdatenum == 0)
+ {
+ vertexupdatenum = 1;
+ memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
+ memset(vertexremap, 0, maxvertexupdate * sizeof(int));
+ }
+
+ for (i = 0;i < numshadowmarktris;i++)
+ {
+ t = shadowmarktris[i];
+ shadowmark[t] = shadowmarkcount;
+ e = inelement3i + t * 3;
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[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));
+ 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;
+ // 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;
+ 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;
+ 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;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ if (outnumvertices)
+ *outnumvertices = outvertices;
+ return tris;
}
-void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+float varray_vertex3f2[65536*3];
+
+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)
{
- int tris;
+ int tris, outverts;
if (projectdistance < 0.1)
{
Con_Printf("R_Shadow_Volume: projectdistance %f\n");
return;
}
-// terminology:
-//
-// frontface:
-// a triangle facing the light source
-//
-// backface:
-// a triangle not facing the light source
-//
-// shadow volume:
-// an extrusion of the frontfaces, beginning at the original geometry and
-// ending further from the light source than the original geometry
-// (presumably at least as far as the light's radius, if the light has a
-// radius at all), capped at both front and back to avoid any problems
-//
-// description:
-// draws the shadow volumes of the model.
-// requirements:
-// vertex locations must already be in varray_vertex before use.
-// varray_vertex must have capacity for numverts * 2.
-
- // make sure trianglefacinglight is big enough for this volume
- if (maxtrianglefacinglight < numtris)
- R_Shadow_ResizeTriangleFacingLight(numtris);
-
+ if (!numverts || !nummarktris)
+ return;
// make sure shadowelements is big enough for this volume
- if (maxshadowelements < numtris * 24)
- R_Shadow_ResizeShadowElements(numtris);
+ if (maxshadowelements < nummarktris * 24)
+ R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
+ tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+ R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
+}
- // check which triangles are facing the light
- R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
+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)
+{
+ int i;
+ const float *v[3];
- // generate projected vertices
- // by clever use of elements we'll construct the whole shadow from
- // the unprojected vertices and these projected vertices
- R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance);
+ // 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
- // output triangle elements
- tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numtris, numverts, trianglefacinglight, shadowelements);
- R_Shadow_RenderVolume(numverts * 2, tris, shadowelements);
+ // identify lit faces within the bounding box
+ R_Shadow_PrepareShadowMark(numtris);
+ for (i = 0;i < numtris;i++)
+ {
+ 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;
+ }
+ R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
}
-void R_Shadow_RenderVolume(int numverts, int numtris, int *elements)
+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)
{
- if (!numverts || !numtris)
- return;
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
- {
- // increment stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw(numverts, numtris, elements);
- // 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(numverts, numtris, elements);
+ 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_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
+void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
{
- shadowmesh_t *mesh;
+ rmeshstate_t m;
+ if (r_shadow_compilingrtlight)
+ {
+ // if we're compiling an rtlight, capture the mesh
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
+ return;
+ }
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numvertices);
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- for (mesh = firstmesh;mesh;mesh = mesh->next)
- {
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
- }
+ R_Mesh_Draw(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);
}
- for (mesh = firstmesh;mesh;mesh = mesh->next)
- {
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
- }
+ R_Mesh_Draw(numvertices, numtriangles, element3i);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtriangles;
+ GL_LockArrays(0, 0);
}
float r_shadow_attenpower, r_shadow_attenscale;
static void R_Shadow_MakeTextures(void)
{
- int x, y, d, side;
+ int x, y, z, d, side;
float v[3], s, t, 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;
- data = Mem_Alloc(tempmempool, 6*128*128*4);
+#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] = 64;
- data[1] = 64;
- data[2] = 64;
+ 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[2] = 255;
data[3] = 255;
r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- for (side = 0;side < 6;side++)
+ if (gl_texturecubemap)
{
- for (y = 0;y < 128;y++)
+ for (side = 0;side < 6;side++)
{
- for (x = 0;x < 128;x++)
+ for (y = 0;y < NORMSIZE;y++)
{
- s = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
- t = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
- switch(side)
+ for (x = 0;x < NORMSIZE;x++)
{
- 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;
+ 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;
}
- intensity = 127.0f / sqrt(DotProduct(v, v));
- data[((side*128+y)*128+x)*4+0] = 128.0f + intensity * v[0];
- data[((side*128+y)*128+x)*4+1] = 128.0f + intensity * v[1];
- data[((side*128+y)*128+x)*4+2] = 128.0f + intensity * v[2];
- data[((side*128+y)*128+x)*4+3] = 255;
}
}
+ r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
}
- r_shadow_normalscubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalscube", 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
- for (y = 0;y < 128;y++)
+ else
+ r_shadow_normalcubetexture = NULL;
+ for (y = 0;y < ATTEN2DSIZE;y++)
{
- for (x = 0;x < 128;x++)
+ for (x = 0;x < ATTEN2DSIZE;x++)
{
- v[0] = (x + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
- v[1] = (y + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
+ v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
v[2] = 0;
intensity = 1.0f - sqrt(DotProduct(v, v));
if (intensity > 0)
- intensity = pow(intensity, r_shadow_attenpower);
- intensity = bound(0, intensity * r_shadow_attenscale * 256.0f, 255.0f);
+ intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
d = bound(0, intensity, 255);
- data[((0*128+y)*128+x)*4+0] = d;
- data[((0*128+y)*128+x)*4+1] = d;
- data[((0*128+y)*128+x)*4+2] = d;
- data[((0*128+y)*128+x)*4+3] = d;
+ data[(y*ATTEN2DSIZE+x)*4+0] = d;
+ data[(y*ATTEN2DSIZE+x)*4+1] = d;
+ data[(y*ATTEN2DSIZE+x)*4+2] = d;
+ data[(y*ATTEN2DSIZE+x)*4+3] = d;
+ }
+ }
+ r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+ if (r_shadow_texture3d.integer)
+ {
+ for (z = 0;z < ATTEN3DSIZE;z++)
+ {
+ for (y = 0;y < ATTEN3DSIZE;y++)
+ {
+ for (x = 0;x < ATTEN3DSIZE;x++)
+ {
+ v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+ intensity = 1.0f - sqrt(DotProduct(v, v));
+ if (intensity > 0)
+ intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+ d = bound(0, intensity, 255);
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
+ data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
+ }
+ }
}
+ r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
}
- r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
Mem_Free(data);
}
{
rmeshstate_t m;
- //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
+ if (r_shadow_texture3d.integer && !gl_texture3d)
+ Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+ if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+ Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
+
if (!r_shadow_attenuation2dtexture
+ || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
|| r_shadow_lightattenuationpower.value != r_shadow_attenpower
|| r_shadow_lightattenuationscale.value != r_shadow_attenscale)
R_Shadow_MakeTextures();
+
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_State(&m);
+ GL_Color(0, 0, 0, 1);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ 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_LoadWorldLightsIfNeeded(void)
+{
if (r_shadow_reloadlights && cl.worldmodel)
{
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
}
}
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- R_Mesh_State(&m);
- GL_Color(0, 0, 0, 1);
- r_shadowstage = SHADOWSTAGE_NONE;
}
void R_Shadow_Stage_ShadowVolumes(void)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_TextureState(&m);
+ R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
- qglColorMask(0, 0, 0, 0);
- qglDisable(GL_BLEND);
- qglDepthMask(0);
+ GL_ColorMask(0, 0, 0, 0);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+ //if (r_shadow_shadow_polygonoffset.value != 0)
+ //{
+ // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+ // qglEnable(GL_POLYGON_OFFSET_FILL);
+ //}
+ //else
+ // qglDisable(GL_POLYGON_OFFSET_FILL);
qglDepthFunc(GL_LESS);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_ALWAYS, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
- r_shadowstage = SHADOWSTAGE_STENCIL;
- qglClear(GL_STENCIL_BUFFER_BIT);
+ qglStencilFunc(GL_ALWAYS, 128, ~0);
+ if (gl_ext_stenciltwoside.integer)
+ {
+ r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+ qglDisable(GL_CULL_FACE);
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ }
+ else
+ {
+ r_shadowstage = SHADOWSTAGE_STENCIL;
+ qglEnable(GL_CULL_FACE);
+ qglStencilMask(~0);
+ // this is changed by every shadow render so its value here is unimportant
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ }
+ GL_Clear(GL_STENCIL_BUFFER_BIT);
+ c_rt_clears++;
+ // LordHavoc note: many shadow volumes reside entirely inside the world
+ // (that is to say they are entirely bounded by their lit surfaces),
+ // which can be optimized by handling things as an inverted light volume,
+ // with the shadow boundaries of the world being simulated by an altered
+ // (129) bias to stencil clearing on such lights
+ // FIXME: generate inverted light volumes for use as shadow volumes and
+ // optimize for them as noted above
}
-void R_Shadow_Stage_Light(void)
+void R_Shadow_Stage_LightWithoutShadows(void)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_TextureState(&m);
- qglActiveTexture(GL_TEXTURE0_ARB);
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglPolygonOffset(0, 0);
+ //qglDisable(GL_POLYGON_OFFSET_FILL);
+ GL_Color(1, 1, 1, 1);
+ GL_ColorMask(1, 1, 1, 1);
+ qglDepthFunc(GL_EQUAL);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglEnable(GL_CULL_FACE);
+ qglDisable(GL_STENCIL_TEST);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ qglStencilFunc(GL_EQUAL, 128, ~0);
+ r_shadowstage = SHADOWSTAGE_LIGHT;
+ c_rt_lights++;
+}
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_ONE, GL_ONE);
+void R_Shadow_Stage_LightWithShadows(void)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglPolygonOffset(0, 0);
+ //qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
- qglDepthMask(0);
+ GL_ColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
- qglStencilFunc(GL_EQUAL, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
+ qglStencilFunc(GL_EQUAL, 128, ~0);
r_shadowstage = SHADOWSTAGE_LIGHT;
+ c_rt_lights++;
}
void R_Shadow_Stage_End(void)
{
rmeshstate_t m;
- // attempt to restore state to what Mesh_State thinks it is
- qglDisable(GL_BLEND);
- qglBlendFunc(GL_ONE, GL_ZERO);
- qglDepthMask(1);
- // now restore the rest of the state to normal
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglPolygonOffset(0, 0);
+ //qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
- qglDisable(GL_SCISSOR_TEST);
+ GL_ColorMask(1, 1, 1, 1);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
qglDepthFunc(GL_LEQUAL);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_ALWAYS, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
- // force mesh state to reset by using various combinations of features
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- R_Mesh_State(&m);
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- R_Mesh_State(&m);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
+ qglStencilFunc(GL_ALWAYS, 128, ~0);
r_shadowstage = SHADOWSTAGE_NONE;
}
-int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
int i, ix1, iy1, ix2, iy2;
- float x1, y1, x2, y2, x, y;
+ float x1, y1, x2, y2, x, y, f;
vec3_t smins, smaxs;
vec4_t v, v2;
if (!r_shadow_scissor.integer)
return false;
// if view is inside the box, just say yes it's visible
- if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
- && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
- && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
- {
- qglDisable(GL_SCISSOR_TEST);
- return false;
- }
- VectorSubtract(r_origin, origin, v);
- if (DotProduct(v, v) < radius * radius)
+ if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
{
- qglDisable(GL_SCISSOR_TEST);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
}
- // create viewspace bbox
- for (i = 0;i < 8;i++)
+ for (i = 0;i < 3;i++)
{
- v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
- v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
- v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
- v2[0] = DotProduct(v, vright);
- v2[1] = DotProduct(v, vup);
- v2[2] = DotProduct(v, vpn);
- if (i)
+ if (r_viewforward[i] >= 0)
{
- if (smins[0] > v2[0]) smins[0] = v2[0];
- if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
- if (smins[1] > v2[1]) smins[1] = v2[1];
- if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
- if (smins[2] > v2[2]) smins[2] = v2[2];
- if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+ v[i] = mins[i];
+ v2[i] = maxs[i];
}
else
{
- smins[0] = smaxs[0] = v2[0];
- smins[1] = smaxs[1] = v2[1];
- smins[2] = smaxs[2] = v2[2];
+ v[i] = maxs[i];
+ v2[i] = mins[i];
}
}
- // now we have a bbox in viewspace
- // clip it to the viewspace version of the sphere
- v[0] = origin[0] - r_origin[0];
- v[1] = origin[1] - r_origin[1];
- v[2] = origin[2] - r_origin[2];
- v2[0] = DotProduct(v, vright);
- v2[1] = DotProduct(v, vup);
- v2[2] = DotProduct(v, vpn);
- if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
- if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
- if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
- if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
- if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
- if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
- // clip it to the view plane
- if (smins[2] < 1)
- smins[2] = 1;
- // return true if that culled the box
- if (smins[2] >= smaxs[2])
+ f = DotProduct(r_viewforward, r_vieworigin) + 1;
+ if (DotProduct(r_viewforward, v2) <= f)
+ {
+ // entirely behind nearclip plane
return true;
- // ok some of it is infront of the view, transform each corner back to
- // worldspace and then to screenspace and make screen rect
- // initialize these variables just to avoid compiler warnings
- x1 = y1 = x2 = y2 = 0;
- for (i = 0;i < 8;i++)
- {
- v2[0] = (i & 1) ? smins[0] : smaxs[0];
- v2[1] = (i & 2) ? smins[1] : smaxs[1];
- v2[2] = (i & 4) ? smins[2] : smaxs[2];
- v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
- v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
- v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- x = v2[0];
- y = v2[1];
- if (i)
+ }
+ if (DotProduct(r_viewforward, v) >= f)
+ {
+ // entirely infront of nearclip plane
+ x1 = y1 = x2 = y2 = 0;
+ for (i = 0;i < 8;i++)
{
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
+ v[0] = (i & 1) ? mins[0] : maxs[0];
+ v[1] = (i & 2) ? mins[1] : maxs[1];
+ v[2] = (i & 4) ? mins[2] : maxs[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ x = v2[0];
+ y = v2[1];
+ if (i)
+ {
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ else
+ {
+ x1 = x2 = x;
+ y1 = y2 = y;
+ }
}
- else
+ }
+ else
+ {
+ // clipped by nearclip plane
+ // this is nasty and crude...
+ // create viewspace bbox
+ for (i = 0;i < 8;i++)
{
- x1 = x2 = x;
- y1 = y2 = y;
+ v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
+ v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
+ v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
+ v2[0] = -DotProduct(v, r_viewleft);
+ v2[1] = DotProduct(v, r_viewup);
+ v2[2] = DotProduct(v, r_viewforward);
+ if (i)
+ {
+ if (smins[0] > v2[0]) smins[0] = v2[0];
+ if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
+ if (smins[1] > v2[1]) smins[1] = v2[1];
+ if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
+ if (smins[2] > v2[2]) smins[2] = v2[2];
+ if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+ }
+ else
+ {
+ smins[0] = smaxs[0] = v2[0];
+ smins[1] = smaxs[1] = v2[1];
+ smins[2] = smaxs[2] = v2[2];
+ }
}
- }
- /*
- // this code doesn't handle boxes with any points behind view properly
- x1 = 1000;x2 = -1000;
- y1 = 1000;y2 = -1000;
- for (i = 0;i < 8;i++)
- {
- v[0] = (i & 1) ? mins[0] : maxs[0];
- v[1] = (i & 2) ? mins[1] : maxs[1];
- v[2] = (i & 4) ? mins[2] : maxs[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- if (v2[2] > 0)
+ // now we have a bbox in viewspace
+ // clip it to the view plane
+ if (smins[2] < 1)
+ smins[2] = 1;
+ // return true if that culled the box
+ if (smins[2] >= smaxs[2])
+ return true;
+ // ok some of it is infront of the view, transform each corner back to
+ // worldspace and then to screenspace and make screen rect
+ // initialize these variables just to avoid compiler warnings
+ x1 = y1 = x2 = y2 = 0;
+ for (i = 0;i < 8;i++)
{
+ v2[0] = (i & 1) ? smins[0] : smaxs[0];
+ v2[1] = (i & 2) ? smins[1] : smaxs[1];
+ v2[2] = (i & 4) ? smins[2] : smaxs[2];
+ v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
+ v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
+ v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
x = v2[0];
y = v2[1];
+ if (i)
+ {
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
+ else
+ {
+ x1 = x2 = x;
+ y1 = y2 = y;
+ }
+ }
+ /*
+ // this code doesn't handle boxes with any points behind view properly
+ x1 = 1000;x2 = -1000;
+ y1 = 1000;y2 = -1000;
+ for (i = 0;i < 8;i++)
+ {
+ v[0] = (i & 1) ? mins[0] : maxs[0];
+ v[1] = (i & 2) ? mins[1] : maxs[1];
+ v[2] = (i & 4) ? mins[2] : maxs[2];
+ v[3] = 1.0f;
+ GL_TransformToScreen(v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ if (v2[2] > 0)
+ {
+ x = v2[0];
+ y = v2[1];
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
+ if (x1 > x) x1 = x;
+ if (x2 < x) x2 = x;
+ if (y1 > y) y1 = y;
+ if (y2 < y) y2 = y;
+ }
}
+ */
}
- */
ix1 = x1 - 1.0f;
iy1 = y1 - 1.0f;
ix2 = x2 + 1.0f;
iy2 = y2 + 1.0f;
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
- if (ix1 < r_refdef.x) ix1 = r_refdef.x;
- if (iy1 < r_refdef.y) iy1 = r_refdef.y;
- if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
- if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+ if (ix1 < r_view_x) ix1 = r_view_x;
+ if (iy1 < r_view_y) iy1 = r_view_y;
+ if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
+ if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
- qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
- qglEnable(GL_SCISSOR_TEST);
+ GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+ //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+ //qglEnable(GL_SCISSOR_TEST);
+ c_rt_scissored++;
return false;
}
-void R_Shadow_GenTexCoords_Attenuation2D1D(float *out2d, float *out1d, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
- int i;
- float lightvec[3], iradius;
- iradius = 0.5f / lightradius;
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out2d += 4, out1d += 4)
+ float *color4f = varray_color4f;
+ float dist, dot, intensity, v[3], n[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex, relativelightorigin, lightvec);
- out2d[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
- out2d[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
- out2d[2] = 0;
- out1d[0] = 0.5f + DotProduct(normals, lightvec) * iradius;
- out1d[1] = 0.5f;
- out1d[2] = 0;
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
+ {
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ dist = sqrt(dist);
+ intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
}
}
-void R_Shadow_GenTexCoords_Diffuse_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
- int i;
- float lightvec[3], iradius;
- iradius = 0.5f / lightradius;
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ float *color4f = varray_color4f;
+ float dist, dot, intensity, v[3], n[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex, relativelightorigin, lightvec);
- out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
- out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
- out[2] = 0.5f + DotProduct(normals, lightvec) * iradius;
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
+ {
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
}
}
-void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin)
+static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
- int i;
- float lightdir[3];
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ float *color4f = varray_color4f;
+ float dot, intensity, v[3], n[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- VectorSubtract(vertex, relativelightorigin, lightdir);
- // the cubemap normalizes this for us
- out[0] = DotProduct(svectors, lightdir);
- out[1] = DotProduct(tvectors, lightdir);
- out[2] = DotProduct(normals, lightdir);
+ Matrix4x4_Transform(m, vertex3f, v);
+ Matrix4x4_Transform3x3(m, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
}
}
-void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
+#define USETEXMATRIX 1
+#ifndef USETEXMATRIX
+// FIXME: this should be done in a texture matrix or vertex program when possible
+// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
+static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+ do
+ {
+ tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
+ vertex3f += 3;
+ tc3f += 3;
+ }
+ while (--numverts);
+}
+
+static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+ do
+ {
+ tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ vertex3f += 3;
+ tc2f += 2;
+ }
+ while (--numverts);
+}
+#endif
+
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
{
int i;
- float lightdir[3], eyedir[3], halfdir[3], lightdirlen, iradius;
- iradius = 0.5f / lightradius;
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ float lightdir[3];
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
- VectorSubtract(vertex, relativelightorigin, lightdir);
- // this is used later to make the attenuation correct
- lightdirlen = sqrt(DotProduct(lightdir, lightdir)) * iradius;
- VectorNormalizeFast(lightdir);
- VectorSubtract(vertex, relativeeyeorigin, eyedir);
- VectorNormalizeFast(eyedir);
- VectorAdd(lightdir, eyedir, halfdir);
- VectorNormalizeFast(halfdir);
- out[0] = 0.5f + DotProduct(svectors, halfdir) * lightdirlen;
- out[1] = 0.5f + DotProduct(tvectors, halfdir) * lightdirlen;
- out[2] = 0.5f + DotProduct(normals, halfdir) * lightdirlen;
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, lightdir);
+ out3f[1] = DotProduct(tvector3f, lightdir);
+ out3f[2] = DotProduct(normal3f, lightdir);
}
}
-void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
{
int i;
float lightdir[3], eyedir[3], halfdir[3];
- for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
- VectorSubtract(vertex, relativelightorigin, lightdir);
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
VectorNormalizeFast(lightdir);
- VectorSubtract(vertex, relativeeyeorigin, eyedir);
+ VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
VectorNormalizeFast(eyedir);
VectorAdd(lightdir, eyedir, halfdir);
// the cubemap normalizes this for us
- out[0] = DotProduct(svectors, halfdir);
- out[1] = DotProduct(tvectors, halfdir);
- out[2] = DotProduct(normals, halfdir);
+ out3f[0] = DotProduct(svector3f, halfdir);
+ out3f[1] = DotProduct(tvector3f, halfdir);
+ out3f[2] = DotProduct(normal3f, halfdir);
}
}
-void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *vertex, const vec3_t relativelightorigin)
-{
- int i;
- // FIXME: this needs to be written
- // this code assumes the vertices are in worldspace (a false assumption)
- for (i = 0;i < numverts;i++, vertex += 4, out += 4)
- VectorSubtract(vertex, relativelightorigin, out);
-}
-
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+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)
{
int renders;
- float color[3];
+ float color[3], color2[3], colorscale;
rmeshstate_t m;
- memset(&m, 0, sizeof(m));
if (!bumptexture)
bumptexture = r_shadow_blankbumptexture;
- // 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_textureunits.integer >= 4)
- {
- // 4 texture no3D combine path, two pass
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[2], varray_texcoord[3], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
- R_Mesh_Draw(numverts, numtriangles, elements);
-
- m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- m.tex[2] = 0;
- m.tex[3] = 0;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
- if (lightcubemap)
- R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ if (!glosstexture)
+ glosstexture = r_shadow_blankglosstexture;
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ {
+ if (lighting & LIGHTING_DIFFUSE)
{
- GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_Color(1,1,1,1);
+ colorscale = r_shadow_lightintensityscale.value;
+ // 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 && r_textureunits.integer >= 4)
+ {
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
+ 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.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);
+ m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if 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);
+#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(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);
+#if 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], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ {
+ // 1/2/2 3D combine path (original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if 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], numverts, vertex3f, 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(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.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_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, 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);
+#if 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], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ {
+ // 2/2 3D combine path (original Radeon)
+ 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.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_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(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;
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ 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);
+#endif
+ }
+ else if (r_textureunits.integer >= 4)
+ {
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
+ 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.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);
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if 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);
+#endif
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+ m.pointer_texcoord3f[3] = vertex3f;
+ 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);
+#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(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);
+#if 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], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ 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);
+#if 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], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if 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], numverts, vertex3f, 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(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.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_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, 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);
+#if 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], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ // this final code is shared
+ R_Mesh_State(&m);
+ GL_ColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+ {
+ // 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;
+ GL_Color(1,1,1,1);
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/1/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ 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_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(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);
+ // 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, 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);
+#if 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], numverts, vertex3f, 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(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.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if 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], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ 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_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(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);
+ // 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, 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.pointer_texcoord[0] = texcoord2f;
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ 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);
+#endif
+ }
+ else
+ {
+ // 2/0/0/2/2 2D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ 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_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(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);
+ // 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, 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);
+#if 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], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if 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], numverts, vertex3f, 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(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.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if 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], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ }
+ R_Mesh_State(&m);
+ GL_ColorMask(1,1,1,0);
+ 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);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ if (lighting & LIGHTING_DIFFUSE)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_color = varray_color4f;
+ 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);
+#if 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], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ if (r_textureunits.integer >= 3)
+ {
+ // Geforce3/Radeon class but not using dot3
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if 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], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+ }
+ }
+ R_Mesh_State(&m);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ 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);
+ else if (r_textureunits.integer >= 2)
+ R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+ else
+ R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ }
+}
+
+void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
+{
+ int j, k;
+ float scale;
+ R_RTLight_Uncompile(rtlight);
+ memset(rtlight, 0, sizeof(*rtlight));
+
+ VectorCopy(light->origin, rtlight->shadoworigin);
+ VectorCopy(light->color, rtlight->color);
+ rtlight->radius = light->radius;
+ //rtlight->cullradius = rtlight->radius;
+ //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
+ rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+ rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+ rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+ rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+ rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+ rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+ rtlight->cubemapname[0] = 0;
+ if (light->cubemapname[0])
+ strcpy(rtlight->cubemapname, light->cubemapname);
+ else if (light->cubemapnum > 0)
+ sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
+ rtlight->shadow = light->shadow;
+ rtlight->corona = light->corona;
+ rtlight->style = light->style;
+ rtlight->isstatic = isstatic;
+ Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
+ // ConcatScale won't work here because this needs to scale rotate and
+ // translate, not just rotate
+ scale = 1.0f / rtlight->radius;
+ for (k = 0;k < 3;k++)
+ for (j = 0;j < 4;j++)
+ rtlight->matrix_worldtolight.m[k][j] *= scale;
+ Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
+ Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
+
+ 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);
+ rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
+}
+
+rtlight_t *r_shadow_compilingrtlight;
+
+// compiles rtlight geometry
+// (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;
+
+ // compile the light
+ rtlight->compiled = true;
+ rtlight->static_numclusters = 0;
+ rtlight->static_numclusterpvsbytes = 0;
+ rtlight->static_clusterlist = NULL;
+ rtlight->static_clusterpvs = 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;
+ rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+ rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+ rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+
+ if (model && model->GetLightInfo)
+ {
+ // 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);
+ }
+ 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);
+ 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);
+ rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
+ }
+ // switch back to rendering when DrawShadowVolume or DrawLight is called
+ r_shadow_compilingrtlight = NULL;
+ }
+
+
+ // use smallest available cullradius - box radius or light radius
+ //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
+ //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
+
+ shadowmeshes = 0;
+ shadowtris = 0;
+ if (rtlight->static_meshchain_shadow)
+ {
+ shadowmesh_t *mesh;
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ {
+ shadowmeshes++;
+ shadowtris += mesh->numtriangles;
+ }
+ }
+
+ lightmeshes = 0;
+ lighttris = 0;
+ if (rtlight->static_meshchain_light)
+ {
+ shadowmesh_t *mesh;
+ for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+ {
+ lightmeshes++;
+ lighttris += mesh->numtriangles;
+ }
+ }
+
+ Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
+}
+
+void R_RTLight_Uncompile(rtlight_t *rtlight)
+{
+ if (rtlight->compiled)
+ {
+ if (rtlight->static_meshchain_shadow)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
+ rtlight->static_meshchain_shadow = NULL;
+ if (rtlight->static_meshchain_light)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
+ rtlight->static_meshchain_light = NULL;
+ 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;
+ rtlight->compiled = false;
+ }
+}
+
+int shadowframecount = 0;
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+
+void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+{
+ int i, shadow;
+ entity_render_t *ent;
+ float f;
+ vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+ rtexture_t *cubemaptexture;
+ matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+ int numclusters, numsurfaces;
+ int *clusterlist, *surfacelist;
+ qbyte *clusterpvs;
+ vec3_t cullmins, cullmaxs;
+ shadowmesh_t *mesh;
+ rmeshstate_t m;
+
+ if (d_lightstylevalue[rtlight->style] <= 0)
+ return;
+ cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+ cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+ cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+ cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+ cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+ cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+ if (R_CullBox(cullmins, cullmaxs))
+ return;
+ if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+ R_RTLight_Compile(rtlight);
+ numclusters = 0;
+ clusterlist = NULL;
+ clusterpvs = NULL;
+ numsurfaces = 0;
+ surfacelist = NULL;
+ if (rtlight->compiled && r_shadow_staticworldlights.integer)
+ {
+ numclusters = rtlight->static_numclusters;
+ clusterlist = rtlight->static_clusterlist;
+ clusterpvs = rtlight->static_clusterpvs;
+ VectorCopy(rtlight->cullmins, cullmins);
+ VectorCopy(rtlight->cullmaxs, cullmaxs);
+ }
+ else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
+ {
+ 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;
+ surfacelist = r_shadow_buffer_surfacelist;
+ }
+ if (numclusters)
+ {
+ for (i = 0;i < numclusters;i++)
+ if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
+ break;
+ if (i == numclusters)
+ return;
+ }
+ if (R_CullBox(cullmins, cullmaxs))
+ return;
+ 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);
+ }
+ */
+
+ if (rtlight->cubemapname[0])
+ cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+ else
+ cubemaptexture = NULL;
+
+#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 (rtlight->isstatic)
+ shadow = r_shadow_realtime_world_shadows.integer;
+ else
+ {
+ if (r_shadow_realtime_world.integer)
+ shadow = r_shadow_realtime_world_dlightshadows.integer;
+ else
+ shadow = r_shadow_realtime_dlight_shadows.integer;
+ }
+ }
+#endif
+
+ if (shadow && (gl_stencil || visiblevolumes))
+ {
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
+ ent = &cl_entities[0].render;
+ if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ {
+ memset(&m, 0, sizeof(m));
+ R_Mesh_Matrix(&ent->matrix);
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ {
+ m.pointer_vertex = mesh->vertex3f;
+ R_Mesh_State(&m);
+ 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(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+ ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
+ }
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ // rough checks
+ if (r_shadow_cull.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))
+ continue;
+ }
+ if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
+ continue;
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+ // 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);
+ }
+ }
+ }
+
+ if (!visiblevolumes)
+ {
+ if (shadow && gl_stencil)
+ R_Shadow_Stage_LightWithShadows();
+ else
+ R_Shadow_Stage_LightWithoutShadows();
+
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawLight)
+ {
+ 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)
+ {
+ 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);
+ }
+ else
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist);
}
- }
- else
- {
- // 2 texture no3D combine path, three pass
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
- R_Mesh_Draw(numverts, numtriangles, elements);
-
- m.tex[0] = R_GetTexture(bumptexture);
- m.tex[1] = 0;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- qglEnable(GL_BLEND);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
-
- m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ if (r_drawentities.integer)
{
- GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ 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))
+ {
+ 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);
+ }
+ }
}
}
}
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_ShadowVolumeLighting(int visiblevolumes)
{
- int renders;
- float color[3];
+ int lnum;
+ dlight_t *light;
rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
- if (!glosstexture)
- glosstexture = r_shadow_blankglosstexture;
- if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+
+ if (visiblevolumes)
{
- // 2 texture no3D combine path, five pass
memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
-
- m.tex[0] = 0;
- m.texcubemap[1] = 0;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
- // square alpha in framebuffer a few times to make it shiny
- qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
- qglEnable(GL_BLEND);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25
- R_Mesh_Draw(numverts, numtriangles, elements);
- // 0.25 * 0.25 = 0.0625
- R_Mesh_Draw(numverts, numtriangles, elements);
- // 0.0625 * 0.0625 = 0.00390625
- R_Mesh_Draw(numverts, numtriangles, elements);
-
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
- R_Mesh_Draw(numverts, numtriangles, elements);
-
- m.tex[0] = R_GetTexture(glosstexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- R_Mesh_TextureState(&m);
- qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
- if (lightcubemap)
- R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
- for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+ 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);
+ }
+ else
+ R_Shadow_Stage_Begin();
+ shadowframecount++;
+ if (r_shadow_realtime_world.integer)
+ {
+ R_Shadow_LoadWorldLightsIfNeeded();
+ if (r_shadow_debuglight.integer >= 0)
{
- GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_Draw(numverts, numtriangles, elements);
+ 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);
}
-}
+ if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
-{
- R_Mesh_Matrix(matrix);
- R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
+ if (visiblevolumes)
+ {
+ qglEnable(GL_CULL_FACE);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ }
+ else
+ R_Shadow_Stage_End();
}
cvar_t r_editlights = {0, "r_editlights", "0"};
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"};
-worldlight_t *r_shadow_worldlightchain;
-worldlight_t *r_shadow_selectedlight;
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
vec3_t r_editlights_cursorlocation;
-static int castshadowcount = 1;
-void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname)
+typedef struct cubemapinfo_s
{
- int i, j, k, l, maxverts, *mark, tris;
- float *verts, *v, f, temp[3], radius2;
- //float projectdistance, *v0, *v1, temp2[3], temp3[3];
- worldlight_t *e;
- shadowmesh_t *mesh, *castmesh;
- mleaf_t *leaf;
- msurface_t *surf;
- qbyte *pvs;
- surfmesh_t *surfmesh;
+ char basename[64];
+ rtexture_t *texture;
+}
+cubemapinfo_t;
- if (radius < 15 || DotProduct(color, color) < 0.03)
+#define MAX_CUBEMAPS 128
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+ char *suffix;
+ qboolean flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
{
- Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
- return;
+ {"px", false, false, false},
+ {"nx", false, false, false},
+ {"py", false, false, false},
+ {"ny", false, false, false},
+ {"pz", false, false, false},
+ {"nz", false, false, false}
+ },
+ {
+ {"posx", false, false, false},
+ {"negx", false, false, false},
+ {"posy", false, false, false},
+ {"negy", false, false, false},
+ {"posz", false, false, false},
+ {"negz", false, false, false}
+ },
+ {
+ {"rt", true, false, true},
+ {"lf", false, true, true},
+ {"ft", true, true, false},
+ {"bk", false, false, false},
+ {"up", true, false, true},
+ {"dn", true, false, true}
}
+};
- e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
- VectorCopy(origin, e->origin);
- VectorScale(color, r_editlights_rtlightscolorscale.value, e->light);
- e->lightradius = radius * r_editlights_rtlightssizescale.value;
- e->cullradius = e->lightradius;
- e->mins[0] = e->origin[0] - e->lightradius;
- e->maxs[0] = e->origin[0] + e->lightradius;
- e->mins[1] = e->origin[1] - e->lightradius;
- e->maxs[1] = e->origin[1] + e->lightradius;
- e->mins[2] = e->origin[2] - e->lightradius;
- e->maxs[2] = e->origin[2] + e->lightradius;
+static int componentorder[4] = {0, 1, 2, 3};
- e->style = style;
- e->next = r_shadow_worldlightchain;
- r_shadow_worldlightchain = e;
- if (cubemapname)
- {
- e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
- strcpy(e->cubemapname, cubemapname);
- // FIXME: add cubemap loading (and don't load a cubemap twice)
- }
- if (cl.worldmodel)
+rtexture_t *R_Shadow_LoadCubemap(const char *basename)
+{
+ int i, j, cubemapsize;
+ qbyte *cubemappixels, *image_rgba;
+ rtexture_t *cubemaptexture;
+ char name[256];
+ // must start 0 so the first loadimagepixels has no requested width/height
+ cubemapsize = 0;
+ cubemappixels = NULL;
+ cubemaptexture = NULL;
+ // keep trying different suffix groups (posx, px, rt) until one loads
+ for (j = 0;j < 3 && !cubemappixels;j++)
{
- castshadowcount++;
- leaf = Mod_PointInLeaf(origin, cl.worldmodel);
- pvs = Mod_LeafPVS(leaf, cl.worldmodel);
- for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ // load the 6 images in the suffix group
+ for (i = 0;i < 6;i++)
{
- if (pvs[i >> 3] & (1 << (i & 7)))
+ // generate an image name based on the base and and suffix
+ snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+ // load it
+ if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
{
- VectorCopy(origin, temp);
- if (temp[0] < leaf->mins[0]) temp[0] = leaf->mins[0];
- if (temp[0] > leaf->maxs[0]) temp[0] = leaf->maxs[0];
- if (temp[1] < leaf->mins[1]) temp[1] = leaf->mins[1];
- if (temp[1] > leaf->maxs[1]) temp[1] = leaf->maxs[1];
- if (temp[2] < leaf->mins[2]) temp[2] = leaf->mins[2];
- if (temp[2] > leaf->maxs[2]) temp[2] = leaf->maxs[2];
- VectorSubtract(temp, origin, temp);
- if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+ // an image loaded, make sure width and height are equal
+ if (image_width == image_height)
{
- leaf->worldnodeframe = castshadowcount;
- for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
+ // if this is the first image to load successfully, allocate the cubemap memory
+ if (!cubemappixels && image_width >= 1)
{
- surf = cl.worldmodel->surfaces + *mark;
- if (surf->castshadow != castshadowcount)
- {
- f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f > 0 && f < e->lightradius)
- {
- temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
- temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
- temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
- if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
- surf->castshadow = castshadowcount;
- }
- }
+ cubemapsize = image_width;
+ // note this clears to black, so unavailable sides are black
+ cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
}
+ // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
+ if (cubemappixels)
+ Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
}
+ else
+ Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+ // free the image
+ Mem_Free(image_rgba);
}
}
+ }
+ // if a cubemap loaded, upload it
+ if (cubemappixels)
+ {
+ if (!r_shadow_filters_texturepool)
+ r_shadow_filters_texturepool = R_AllocTexturePool();
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ Mem_Free(cubemappixels);
+ }
+ else
+ {
+ Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
+ for (j = 0;j < 3;j++)
+ for (i = 0;i < 6;i++)
+ Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+ Con_Print(" and was unable to find any of them.\n");
+ }
+ return cubemaptexture;
+}
- e->numleafs = 0;
- for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
- if (leaf->worldnodeframe == castshadowcount)
- e->numleafs++;
- e->numsurfaces = 0;
- for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
- if (surf->castshadow == castshadowcount)
- e->numsurfaces++;
-
- if (e->numleafs)
- e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
- if (e->numsurfaces)
- e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
- e->numleafs = 0;
- for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
- if (leaf->worldnodeframe == castshadowcount)
- e->leafs[e->numleafs++] = leaf;
- e->numsurfaces = 0;
- for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
- if (surf->castshadow == castshadowcount)
- e->surfaces[e->numsurfaces++] = surf;
- // find bounding box and sphere of lit surfaces
- // (these will be used for creating a shape to clip the light)
- radius2 = 0;
- VectorCopy(e->origin, e->mins);
- VectorCopy(e->origin, e->maxs);
- for (j = 0;j < e->numsurfaces;j++)
- {
- surf = e->surfaces[j];
- for (k = 0, v = surf->poly_verts;k < surf->poly_numverts;k++, v += 3)
- {
- if (e->mins[0] > v[0]) e->mins[0] = v[0];if (e->maxs[0] < v[0]) e->maxs[0] = v[0];
- if (e->mins[1] > v[1]) e->mins[1] = v[1];if (e->maxs[1] < v[1]) e->maxs[1] = v[1];
- if (e->mins[2] > v[2]) e->mins[2] = v[2];if (e->maxs[2] < v[2]) e->maxs[2] = v[2];
- VectorSubtract(v, e->origin, temp);
- f = DotProduct(temp, temp);
- if (radius2 < f)
- radius2 = f;
- }
- }
- e->cullradius = sqrt(radius2);
- if (e->cullradius > e->lightradius)
- e->cullradius = e->lightradius;
- if (e->mins[0] < e->origin[0] - e->lightradius) e->mins[0] = e->origin[0] - e->lightradius;
- if (e->maxs[0] > e->origin[0] + e->lightradius) e->maxs[0] = e->origin[0] + e->lightradius;
- if (e->mins[1] < e->origin[1] - e->lightradius) e->mins[1] = e->origin[1] - e->lightradius;
- if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
- if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
- if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
-
- maxverts = 256;
- verts = NULL;
- castshadowcount++;
- for (j = 0;j < e->numsurfaces;j++)
- {
- surf = e->surfaces[j];
- if (surf->flags & SURF_SHADOWCAST)
- {
- surf->castshadow = castshadowcount;
- if (maxverts < surf->poly_numverts)
- maxverts = surf->poly_numverts;
- }
- }
- e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
- // make a mesh to cast a shadow volume from
- castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
- for (j = 0;j < e->numsurfaces;j++)
- if (e->surfaces[j]->castshadow == castshadowcount)
- for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->verts, surfmesh->numtriangles, surfmesh->index);
- castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
-
- // cast shadow volume from castmesh
- for (mesh = castmesh;mesh;mesh = mesh->next)
- {
- R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
- R_Shadow_ResizeShadowElements(castmesh->numtriangles);
+rtexture_t *R_Shadow_Cubemap(const char *basename)
+{
+ int i;
+ for (i = 0;i < numcubemaps;i++)
+ if (!strcasecmp(cubemaps[i].basename, basename))
+ return cubemaps[i].texture;
+ if (i >= MAX_CUBEMAPS)
+ return NULL;
+ numcubemaps++;
+ strcpy(cubemaps[i].basename, basename);
+ cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+ return cubemaps[i].texture;
+}
- if (maxverts < castmesh->numverts * 2)
- {
- maxverts = castmesh->numverts * 2;
- if (verts)
- Mem_Free(verts);
- verts = NULL;
- }
- if (verts == NULL && maxverts > 0)
- verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4]));
-
- // now that we have the buffers big enough, construct shadow volume mesh
- memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
- R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, 10000000.0f);//, e->lightradius);
- R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
- tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
- // add the constructed shadow volume mesh
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements);
- }
- // we're done with castmesh now
- Mod_ShadowMesh_Free(castmesh);
- e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
- for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
- l += mesh->numtriangles;
- Con_Printf("static shadow volume built containing %i triangles\n", l);
+void R_Shadow_FreeCubemaps(void)
+{
+ numcubemaps = 0;
+ R_FreeTexturePool(&r_shadow_filters_texturepool);
+}
+
+void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+{
+ dlight_t *light;
+
+ if (radius < 15 || DotProduct(color, color) < 0.03)
+ {
+ Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+ return;
}
- Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
+
+ light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+ VectorCopy(origin, light->origin);
+ VectorCopy(angles, light->angles);
+ VectorCopy(color, light->color);
+ light->radius = radius;
+ light->style = style;
+ if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
+ light->style = 0;
+ }
+ light->shadow = shadowenable;
+ light->corona = corona;
+ if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
+ strcpy(light->cubemapname, cubemapname);
+ Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
+ light->next = r_shadow_worldlightchain;
+ r_shadow_worldlightchain = light;
+
+ R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
+ if (r_shadow_staticworldlights.integer)
+ R_RTLight_Compile(&light->rtlight);
}
-void R_Shadow_FreeWorldLight(worldlight_t *light)
+void R_Shadow_FreeWorldLight(dlight_t *light)
{
- worldlight_t **lightpointer;
+ dlight_t **lightpointer;
for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
if (*lightpointer != light)
Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
*lightpointer = light->next;
- if (light->cubemapname)
- Mem_Free(light->cubemapname);
- if (light->shadowvolume)
- Mod_ShadowMesh_Free(light->shadowvolume);
- if (light->surfaces)
- Mem_Free(light->surfaces);
- if (light->leafs)
- Mem_Free(light->leafs);
+ R_RTLight_Uncompile(&light->rtlight);
Mem_Free(light);
}
while (r_shadow_worldlightchain)
R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
r_shadow_selectedlight = NULL;
+ R_Shadow_FreeCubemaps();
}
-void R_Shadow_SelectLight(worldlight_t *light)
+void R_Shadow_SelectLight(dlight_t *light)
{
if (r_shadow_selectedlight)
r_shadow_selectedlight->selected = false;
r_shadow_selectedlight->selected = true;
}
-void R_Shadow_FreeSelectedWorldLight(void)
-{
- if (r_shadow_selectedlight)
- {
- R_Shadow_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
- }
-}
-
-void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
-{
- rmeshstate_t m;
- float diff[3];
-
- if (fogenabled)
- {
- VectorSubtract(origin, r_origin, diff);
- ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = texnum;
- R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
-
- GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
- varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
- varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
- varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
- varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
- varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
- varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
- varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
- varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
- varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
- varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
- varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
- varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
- varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
- varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
- varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
- varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
- R_Mesh_Draw(4, 2, polygonelements);
-}
+rtexture_t *lighttextures[5];
void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
{
- cachepic_t *pic;
- pic = Draw_CachePic("gfx/crosshair1.tga");
- if (pic)
- R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+ float scale = r_editlights_cursorgrid.value * 0.5f;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
{
float intensity;
- const worldlight_t *light;
+ const dlight_t *light;
light = calldata1;
intensity = 0.5;
if (light->selected)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
- if (light->shadowvolume)
- R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
- else
- R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+ if (!light->shadow)
+ intensity *= 0.5f;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
void R_Shadow_DrawLightSprites(void)
{
- int i, texnums[5];
+ int i;
cachepic_t *pic;
- worldlight_t *light;
+ dlight_t *light;
for (i = 0;i < 5;i++)
{
- pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
- if (pic)
- texnums[i] = R_GetTexture(pic->tex);
- else
- texnums[i] = 0;
+ lighttextures[i] = NULL;
+ if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+ lighttextures[i] = pic->tex;
}
for (light = r_shadow_worldlightchain;light;light = light->next)
- R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
}
void R_Shadow_SelectLightInView(void)
{
float bestrating, rating, temp[3];
- worldlight_t *best, *light;
+ dlight_t *best, *light;
best = NULL;
bestrating = 0;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- VectorSubtract(light->origin, r_refdef.vieworg, temp);
- rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
+ VectorSubtract(light->origin, r_vieworigin, temp);
+ rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+ if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
{
bestrating = rating;
best = light;
void R_Shadow_LoadWorldLights(void)
{
- int n, a, style;
+ int n, a, style, shadow;
char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
- float origin[3], radius, color[3];
+ float origin[3], radius, color[3], angles[3], corona;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
- COM_StripExtension(cl.worldmodel->name, name);
- strcat(name, ".rtlights");
- lightsstring = COM_LoadFile(name, false);
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".rtlights", sizeof (name));
+ lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
{
s = lightsstring;
n = 0;
while (*s)
{
+ t = s;
+ /*
+ shadow = true;
+ for (;COM_Parse(t, true) && strcmp(
+ if (COM_Parse(t, true))
+ {
+ if (com_token[0] == '!')
+ {
+ shadow = false;
+ origin[0] = atof(com_token+1);
+ }
+ else
+ origin[0] = atof(com_token);
+ if (Com_Parse(t
+ }
+ */
t = s;
while (*s && *s != '\n')
s++;
if (!*s)
break;
*s = 0;
- a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, &cubemapname);
- if (a < 9)
+ 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]);
+ if (a < 13)
+ VectorClear(angles);
+ if (a < 10)
+ corona = 0;
+ if (a < 9 || !strcmp(cubemapname, "\"\""))
cubemapname[0] = 0;
*s = '\n';
if (a < 8)
{
- Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\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])\n", a, n + 1);
break;
}
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
+ VectorScale(color, r_editlights_rtlightscolorscale.value, color);
+ radius *= r_editlights_rtlightssizescale.value;
+ R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
s++;
n++;
}
void R_Shadow_SaveWorldLights(void)
{
- worldlight_t *light;
+ dlight_t *light;
int bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
return;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
- COM_StripExtension(cl.worldmodel->name, name);
- strcat(name, ".rtlights");
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%g %g %g %g %g %g %g %d %s\n", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
- if (bufchars + strlen(line) > bufmaxchars)
+ 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 (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
}
}
if (bufchars)
- COM_WriteFile(name, buf, bufchars);
+ FS_WriteFile(name, buf, bufchars);
if (buf)
Mem_Free(buf);
}
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
- COM_StripExtension(cl.worldmodel->name, name);
- strcat(name, ".lights");
- lightsstring = COM_LoadFile(name, false);
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".lights", sizeof (name));
+ lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
{
s = lightsstring;
}
radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
radius = bound(15, radius, 4096);
- VectorScale(color, (1.0f / (8388608.0f)), color);
- R_Shadow_NewWorldLight(origin, radius, color, style, NULL);
+ VectorScale(color, (2.0f / (8388608.0f)), color);
+ R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
s++;
n++;
}
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
- int entnum, style, islight;
+ int entnum, style, islight, skin, pflags, effects;
char key[256], value[1024];
- float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
+ float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
const char *data;
if (cl.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
- data = cl.worldmodel->entities;
+ data = cl.worldmodel->brush.entities;
if (!data)
return;
- for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
+ for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
{
light = 0;
origin[0] = origin[1] = origin[2] = 0;
originhack[0] = originhack[1] = originhack[2] = 0;
+ angles[0] = angles[1] = angles[2] = 0;
color[0] = color[1] = color[2] = 1;
overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
- scale = 1;
+ fadescale = 1;
+ lightscale = 1;
style = 0;
+ skin = 0;
+ pflags = 0;
+ effects = 0;
islight = false;
while (1)
{
- if (!COM_ParseToken(&data))
+ if (!COM_ParseToken(&data, false))
break; // error
if (com_token[0] == '}')
break; // end of entity
strcpy(key, com_token);
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseToken(&data))
+ if (!COM_ParseToken(&data, false))
break; // error
strcpy(value, com_token);
light = atof(value);
else if (!strcmp("origin", key))
sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
+ else if (!strcmp("angle", key))
+ angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
+ else if (!strcmp("angles", key))
+ sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
else if (!strcmp("color", key))
sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
else if (!strcmp("wait", key))
- scale = atof(value);
+ fadescale = atof(value);
else if (!strcmp("classname", key))
{
if (!strncmp(value, "light", 5))
originhack[1] = 0;
originhack[2] = 48;
overridecolor[0] = 1;
- overridecolor[1] = 0.7;
- overridecolor[2] = 0.2;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_flame_small_yellow"))
{
originhack[1] = 0;
originhack[2] = 40;
overridecolor[0] = 1;
- overridecolor[1] = 0.7;
- overridecolor[2] = 0.2;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_torch_small_white"))
{
originhack[1] = 0;
originhack[2] = 40;
overridecolor[0] = 1;
- overridecolor[1] = 0.9;
- overridecolor[2] = 0.7;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_torch_small_walltorch"))
{
originhack[1] = 0;
originhack[2] = 40;
overridecolor[0] = 1;
- overridecolor[1] = 0.7;
- overridecolor[2] = 0.2;
+ overridecolor[1] = 0.5;
+ overridecolor[2] = 0.1;
}
}
}
else if (!strcmp("style", key))
style = atoi(value);
+ else if (cl.worldmodel->type == mod_brushq3)
+ {
+ if (!strcmp("scale", key))
+ lightscale = atof(value);
+ if (!strcmp("fade", key))
+ fadescale = atof(value);
+ }
+ else if (!strcmp("skin", key))
+ skin = (int)atof(value);
+ else if (!strcmp("pflags", key))
+ pflags = (int)atof(value);
+ else if (!strcmp("effects", key))
+ effects = (int)atof(value);
}
if (light <= 0 && islight)
light = 300;
- radius = bound(15, light * r_editlights_quakelightsizescale.value / scale, 1048576);
+ if (lightscale <= 0)
+ lightscale = 1;
+ if (fadescale <= 0)
+ fadescale = 1;
+ if (gamemode == GAME_TENEBRAE)
+ {
+ if (effects & EF_NODRAW)
+ {
+ pflags |= PFLAGS_FULLDYNAMIC;
+ effects &= ~EF_NODRAW;
+ }
+ }
+ radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
if (color[0] == 1 && color[1] == 1 && color[2] == 1)
VectorCopy(overridecolor, color);
VectorScale(color, light, color);
VectorAdd(origin, originhack, origin);
- if (radius >= 15)
- R_Shadow_NewWorldLight(origin, radius, color, style, NULL);
+ if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
+ R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
}
}
{
vec_t dist, push, frac;
vec3_t dest, endpos, normal;
- VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
- frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
+ VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
+ frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
if (frac < 1)
{
dist = frac * r_editlights_cursordistance.value;
if (push > dist)
push = dist;
push = -push;
- VectorMA(endpos, push, vpn, endpos);
+ VectorMA(endpos, push, r_viewforward, endpos);
VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
}
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
}
-void R_Shadow_UpdateLightingMode(void)
-{
- r_shadow_lightingmode = 0;
- if (r_shadow_realtime.integer)
- {
- if (r_shadow_worldlightchain)
- r_shadow_lightingmode = 2;
- else
- r_shadow_lightingmode = 1;
- }
-}
-
void R_Shadow_UpdateWorldLightSelection(void)
{
- R_Shadow_SetCursorLocationForView();
if (r_editlights.integer)
{
+ R_Shadow_SetCursorLocationForView();
R_Shadow_SelectLightInView();
R_Shadow_DrawLightSprites();
}
void R_Shadow_EditLights_Spawn_f(void)
{
- vec3_t origin, color;
- vec_t radius;
- int style;
- const char *cubemapname;
+ vec3_t color;
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
- if (Cmd_Argc() <= 7)
+ if (Cmd_Argc() != 1)
{
- radius = 200;
- color[0] = color[1] = color[2] = 1;
- style = 0;
- cubemapname = NULL;
- if (Cmd_Argc() >= 2)
- {
- radius = atof(Cmd_Argv(1));
- if (Cmd_Argc() >= 3)
- {
- color[0] = atof(Cmd_Argv(2));
- color[1] = color[0];
- color[2] = color[0];
- if (Cmd_Argc() >= 5)
- {
- color[1] = atof(Cmd_Argv(3));
- color[2] = atof(Cmd_Argv(4));
- if (Cmd_Argc() >= 6)
- {
- style = atoi(Cmd_Argv(5));
- if (Cmd_Argc() >= 7)
- cubemapname = Cmd_Argv(6);
- }
- }
- }
- }
- if (cubemapname && !cubemapname[0])
- cubemapname = NULL;
- if (radius >= 16 && color[0] >= 0 && color[1] >= 0 && color[2] >= 0 && style >= 0 && style < 256 && (color[0] >= 0.1 || color[1] >= 0.1 || color[2] >= 0.1))
- {
- VectorCopy(r_editlights_cursorlocation, origin);
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
- return;
- }
+ Con_Print("r_editlights_spawn does not take parameters\n");
+ return;
}
- Con_Printf("usage: r_editlights_spawn radius red green blue [style [cubemap]]\n");
+ color[0] = color[1] = color[2] = 1;
+ R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
}
void R_Shadow_EditLights_Edit_f(void)
{
- vec3_t origin, color;
- vec_t radius;
- int style;
- const char *cubemapname;
+ vec3_t origin, angles, color;
+ vec_t radius, corona;
+ int style, shadows;
+ char cubemapname[1024];
if (!r_editlights.integer)
{
- Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
- if (Cmd_Argc() <= 7)
+ VectorCopy(r_shadow_selectedlight->origin, origin);
+ VectorCopy(r_shadow_selectedlight->angles, angles);
+ VectorCopy(r_shadow_selectedlight->color, color);
+ radius = r_shadow_selectedlight->radius;
+ style = r_shadow_selectedlight->style;
+ if (r_shadow_selectedlight->cubemapname)
+ strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
+ else
+ cubemapname[0] = 0;
+ shadows = r_shadow_selectedlight->shadow;
+ corona = r_shadow_selectedlight->corona;
+ if (!strcmp(Cmd_Argv(1), "origin"))
{
- radius = 200;
- color[0] = color[1] = color[2] = 1;
- style = 0;
- cubemapname = NULL;
- if (Cmd_Argc() >= 2)
+ if (Cmd_Argc() != 5)
{
- radius = atof(Cmd_Argv(1));
- if (Cmd_Argc() >= 3)
- {
- color[0] = atof(Cmd_Argv(2));
- color[1] = color[0];
- color[2] = color[0];
- if (Cmd_Argc() >= 5)
- {
- color[1] = atof(Cmd_Argv(3));
- color[2] = atof(Cmd_Argv(4));
- if (Cmd_Argc() >= 6)
- {
- style = atoi(Cmd_Argv(5));
- if (Cmd_Argc() >= 7)
- cubemapname = Cmd_Argv(6);
- }
- }
- }
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ return;
+ }
+ origin[0] = atof(Cmd_Argv(2));
+ origin[1] = atof(Cmd_Argv(3));
+ origin[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originx"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ origin[0] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originy"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ origin[1] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "originz"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ origin[2] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "move"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ return;
+ }
+ origin[0] += atof(Cmd_Argv(2));
+ origin[1] += atof(Cmd_Argv(3));
+ origin[2] += atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movex"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ origin[0] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movey"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ origin[1] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "movez"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ origin[2] += atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "angles"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ return;
+ }
+ angles[0] = atof(Cmd_Argv(2));
+ angles[1] = atof(Cmd_Argv(3));
+ angles[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesx"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[0] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesy"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[1] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesz"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[2] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "color"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
+ return;
+ }
+ color[0] = atof(Cmd_Argv(2));
+ color[1] = atof(Cmd_Argv(3));
+ color[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "radius"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ radius = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "style"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ style = atoi(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "cubemap"))
+ {
+ if (Cmd_Argc() > 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ if (Cmd_Argc() == 3)
+ strcpy(cubemapname, Cmd_Argv(2));
+ else
+ cubemapname[0] = 0;
+ }
+ else if (!strcmp(Cmd_Argv(1), "shadows"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
}
- if (cubemapname && !cubemapname[0])
- cubemapname = NULL;
- if (radius >= 16 && color[0] >= 0 && color[1] >= 0 && color[2] >= 0 && style >= 0 && style < 256 && (color[0] >= 0.1 || color[1] >= 0.1 || color[2] >= 0.1))
+ shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "corona"))
+ {
+ if (Cmd_Argc() != 3)
{
- VectorCopy(r_shadow_selectedlight->origin, origin);
- R_Shadow_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
+ corona = atof(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);
+ return;
+ }
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+ R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
+}
+
+extern int con_vislines;
+void R_Shadow_EditLights_DrawSelectedLightProperties(void)
+{
+ float x, y;
+ char temp[256];
+ if (r_shadow_selectedlight == NULL)
+ return;
+ x = 0;
+ y = con_vislines;
+ sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "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;
+}
+
+void R_Shadow_EditLights_ToggleShadow_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Print("No selected light.\n");
+ return;
+ }
+ R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_ToggleCorona_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Print("No selected light.\n");
+ return;
}
- Con_Printf("usage: r_editlights_edit radius red green blue [style [cubemap]]\n");
+ R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
}
void R_Shadow_EditLights_Remove_f(void)
{
if (!r_editlights.integer)
{
- Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
+ Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
- Con_Printf("No selected light.\n");
+ Con_Print("No selected light.\n");
return;
}
- R_Shadow_FreeSelectedWorldLight();
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Help_f(void)
+{
+ Con_Print(
+"Documentation on r_editlights system:\n"
+"Settings:\n"
+"r_editlights : enable/disable editing mode\n"
+"r_editlights_cursordistance : maximum distance of cursor from eye\n"
+"r_editlights_cursorpushback : push back cursor this far from surface\n"
+"r_editlights_cursorpushoff : push cursor off surface this far\n"
+"r_editlights_cursorgrid : snap cursor to grid of this size\n"
+"r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
+"r_editlights_rtlightssizescale : imported rtlight size scaling\n"
+"r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
+"Commands:\n"
+"r_editlights_help : this help\n"
+"r_editlights_clear : remove all lights\n"
+"r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_save : save to .rtlights file\n"
+"r_editlights_spawn : create a light with default settings\n"
+"r_editlights_edit command : edit selected light - more documentation below\n"
+"r_editlights_remove : remove selected light\n"
+"r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
+"r_editlights_importlightentitiesfrommap : reload light entities\n"
+"r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
+"Edit commands:\n"
+"origin x y z : set light location\n"
+"originx x: set x component of light location\n"
+"originy y: set y component of light location\n"
+"originz z: set z component of light location\n"
+"move x y z : adjust light location\n"
+"movex x: adjust x component of light location\n"
+"movey y: adjust y component of light location\n"
+"movez z: adjust z component of light location\n"
+"angles x y z : set light angles\n"
+"anglesx x: set x component of light angles\n"
+"anglesy y: set y component of light angles\n"
+"anglesz z: set z component of light angles\n"
+"color r g b : set color of light (can be brighter than 1 1 1)\n"
+"radius radius : set radius (size) of light\n"
+"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
+"cubemap basename : set filter cubemap of light (not yet supported)\n"
+"shadows 1/0 : turn on/off shadows\n"
+"corona n : set corona intensity\n"
+"<nothing> : print light properties to console\n"
+ );
}
void R_Shadow_EditLights_Init(void)
Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
+ Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
+ Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+ Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
}
+