rendering lighting everywhere but shadow.
In our case we use a biased stencil clear of 128 to avoid requiring the
-stencil wrap extension (but probably should support it).
+stencil wrap extension (but probably should support it), and to address
+Creative's patent on this sort of technology we also draw the frontfaces
+first, and backfaces second (decrement, increment).
+
+Patent warning:
+This algorithm may be covered by Creative's patent (US Patent #6384822)
+on Carmack's Reverse paper (which I have not read), however that patent
+seems to be about drawing a stencil shadow from a model in an otherwise
+unshadowed scene, where as realtime lighting technology draws light where
+shadows do not lie.
#include "r_shadow.h"
#include "cl_collision.h"
#include "portals.h"
+#include "image.h"
extern void R_Shadow_EditLights_Init(void);
rtexture_t *r_shadow_blankglosstexture;
rtexture_t *r_shadow_blankwhitetexture;
+// used only for light filters (cubemaps)
+rtexturepool_t *r_shadow_filters_texturepool;
+
+cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_shadows = {CVAR_SAVE, "r_shadow_shadows", "1"};
+cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
+cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
int c_rt_lights, c_rt_clears, c_rt_scissored;
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_blankglosstexture = NULL;
r_shadow_blankwhitetexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
+ R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowelements = 0;
shadowelements = NULL;
maxvertexupdate = 0;
"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
"r_shadow_realtime_world : use realtime world light rendering\n"
"r_shadow_realtime_dlight : use high quality dlight rendering\n"
+"r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
"r_shadow_glossintensity : brightness of textured gloss\n"
"r_shadow_scissor : use scissor optimization\n"
"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_portallight : use portal visibility for static light precomputation\n"
"r_shadow_projectdistance : shadow volume projection distance\n"
"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
-"r_shadow_shadows : dlight shadows (world always has shadows)\n"
+"r_shadow_worldshadows : enable world shadows\n"
+"r_shadow_dlightshadows : enable dlight shadows\n"
"Commands:\n"
"r_shadow_help : this help\n"
);
Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
Cvar_RegisterVariable(&r_shadow_realtime_world);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_dlight);
Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+ Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
- Cvar_RegisterVariable(&r_shadow_shadows);
+ Cvar_RegisterVariable(&r_shadow_worldshadows);
+ Cvar_RegisterVariable(&r_shadow_dlightshadows);
Cvar_RegisterVariable(&r_shadow_showtris);
+ 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);
}
+matrix4x4_t matrix_attenuationxyz =
+{
+ {
+ {0.5, 0.0, 0.0, 0.5},
+ {0.0, 0.5, 0.0, 0.5},
+ {0.0, 0.0, 0.5, 0.5},
+ {0.0, 0.0, 0.0, 1.0}
+ }
+};
+
+matrix4x4_t matrix_attenuationz =
+{
+ {
+ {0.0, 0.0, 0.5, 0.5},
+ {0.0, 0.0, 0.0, 0.0},
+ {0.0, 0.0, 0.0, 0.0},
+ {0.0, 0.0, 0.0, 1.0}
+ }
+};
+
void R_Shadow_ResizeTriangleFacingLight(int numtris)
{
// make sure trianglefacinglight is big enough for this volume
GL_VertexPointer(varray_vertex3f2);
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- // increment stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- R_Mesh_Draw(outverts, tris, shadowelements);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtris;
// decrement stencil if frontface is behind depthbuffer
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ R_Mesh_Draw(outverts, tris, shadowelements);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtris;
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
}
R_Mesh_Draw(outverts, tris, shadowelements);
c_rt_shadowmeshes++;
shadowmesh_t *mesh;
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- // increment stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
GL_VertexPointer(mesh->vertex3f);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
}
- // decrement stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
}
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
GL_DepthTest(true);
R_Mesh_State_Texture(&m);
GL_Color(0, 0, 0, 1);
- qglDisable(GL_SCISSOR_TEST);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
r_shadowstage = SHADOWSTAGE_NONE;
c_rt_lights = c_rt_clears = c_rt_scissored = 0;
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
- if (r_shadow_polygonoffset.value != 0)
- {
- qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
- qglEnable(GL_POLYGON_OFFSET_FILL);
- }
- else
- qglDisable(GL_POLYGON_OFFSET_FILL);
+ qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+ //if (r_shadow_polygonoffset.value != 0)
+ //{
+ // qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+ // qglEnable(GL_POLYGON_OFFSET_FILL);
+ //}
+ //else
+ // qglDisable(GL_POLYGON_OFFSET_FILL);
qglDepthFunc(GL_LESS);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- qglDisable(GL_POLYGON_OFFSET_FILL);
+ qglPolygonOffset(0, 0);
+ //qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
qglColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_EQUAL, 128, 0xFF);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- qglDisable(GL_POLYGON_OFFSET_FILL);
+ qglPolygonOffset(0, 0);
+ //qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
qglColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// only draw light where this geometry was already rendered AND the
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
- qglDisable(GL_POLYGON_OFFSET_FILL);
+ qglPolygonOffset(0, 0);
+ //qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
qglColorMask(1, 1, 1, 1);
- qglDisable(GL_SCISSOR_TEST);
+ GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
qglDepthFunc(GL_LEQUAL);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
// (?!? seems like a driver bug) so abort if gl_stencil is false
if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
{
- qglDisable(GL_SCISSOR_TEST);
+ GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
return false;
}
for (i = 0;i < 3;i++)
if (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_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
float color[3], color2[3];
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
if (r_textureunits.integer >= 2)
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
else
- R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
}
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
float color[3], color2[3], colorscale;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, colorscale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ }
m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
VectorScale(lightcolor, colorscale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
}
-void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
{
shadowmesh_t *mesh;
R_Mesh_Matrix(matrix);
}
for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
{
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, NULL);
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
}
}
static int lightpvsbytes;
static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+static qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
+typedef struct cubemapinfo_s
+{
+ char basename[64];
+ rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 128
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+ char *suffix;
+ int flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+ {
+ {"posx", false, false, false},
+ {"negx", false, false, false},
+ {"posy", false, false, false},
+ {"negy", false, false, false},
+ {"posz", false, false, false},
+ {"negz", false, false, false}
+ },
+ {
+ {"px", false, false, false},
+ {"nx", false, false, false},
+ {"py", false, false, false},
+ {"ny", false, false, false},
+ {"pz", false, false, false},
+ {"nz", false, false, false}
+ },
+ {
+ {"ft", true, false, true},
+ {"bk", false, true, true},
+ {"lf", true, true, false},
+ {"rt", false, false, false},
+ {"up", false, false, false},
+ {"dn", false, false, false}
+ }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_Shadow_LoadCubemap(const char *basename)
+{
+ int i, j, cubemapsize;
+ qbyte *cubemappixels, *image_rgba;
+ rtexture_t *cubemaptexture;
+ char name[256];
+ // must start 0 so the first loadimagepixels has no requested width/height
+ cubemapsize = 0;
+ cubemappixels = NULL;
+ cubemaptexture = NULL;
+ for (j = 0;j < 3 && !cubemappixels;j++)
+ {
+ for (i = 0;i < 6;i++)
+ {
+ snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+ if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+ {
+ if (image_width == image_height)
+ {
+ if (!cubemappixels && image_width >= 1)
+ {
+ cubemapsize = image_width;
+ // note this clears to black, so unavailable sizes are black
+ cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+ }
+ if (cubemappixels)
+ Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+ }
+ else
+ Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+ Mem_Free(image_rgba);
+ }
+ }
+ }
+ if (cubemappixels)
+ {
+ if (!r_shadow_filters_texturepool)
+ r_shadow_filters_texturepool = R_AllocTexturePool();
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ Mem_Free(cubemappixels);
+ }
+ else
+ {
+ Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
+ for (j = 0;j < 3;j++)
+ for (i = 0;i < 6;i++)
+ Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+ Con_Printf(" and was unable to find any of them.\n");
+ }
+ return cubemaptexture;
+}
+
+rtexture_t *R_Shadow_Cubemap(const char *basename)
+{
+ int i;
+ for (i = 0;i < numcubemaps;i++)
+ if (!strcasecmp(cubemaps[i].basename, basename))
+ return cubemaps[i].texture;
+ if (i >= MAX_CUBEMAPS)
+ return NULL;
+ numcubemaps++;
+ strcpy(cubemaps[i].basename, basename);
+ cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+ return cubemaps[i].texture;
+}
+
+void R_Shadow_FreeCubemaps(void)
+{
+ numcubemaps = 0;
+ R_FreeTexturePool(&r_shadow_filters_texturepool);
+}
+
+void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
{
int i, j, k, l, maxverts = 256, tris;
float *vertex3f = NULL, mins[3], maxs[3];
e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
VectorCopy(origin, e->origin);
- VectorCopy(color, e->light);
- e->lightradius = radius;
+ VectorCopy(angles, e->angles);
+ VectorCopy(color, e->color);
+ e->radius = radius;
e->style = style;
if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
{
Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
e->style = 0;
}
- e->castshadows = castshadow;
+ e->drawshadows = shadowenable;
+ e->corona = corona;
- e->cullradius = e->lightradius;
+ Matrix4x4_CreateFromQuakeEntity(&e->matrix_lighttoworld, e->origin[0], e->origin[1], e->origin[2], e->angles[0], e->angles[1], e->angles[2], e->radius);
+ Matrix4x4_Invert_Simple(&e->matrix_worldtolight, &e->matrix_lighttoworld);
+ Matrix4x4_Concat(&e->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &e->matrix_worldtolight);
+ Matrix4x4_Concat(&e->matrix_worldtoattenuationz, &matrix_attenuationz, &e->matrix_worldtolight);
+
+ e->cullradius = e->radius;
for (k = 0;k < 3;k++)
{
- mins[k] = e->origin[k] - e->lightradius;
- maxs[k] = e->origin[k] + e->lightradius;
+ mins[k] = e->origin[k] - e->radius;
+ maxs[k] = e->origin[k] + e->radius;
}
e->next = r_shadow_worldlightchain;
{
e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
strcpy(e->cubemapname, cubemapname);
- // FIXME: add cubemap loading (and don't load a cubemap twice)
+ e->cubemap = R_Shadow_Cubemap(e->cubemapname);
}
// FIXME: rewrite this to store ALL geometry into a cache in the light
- if (e->castshadows)
+ if (e->drawshadows)
castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
if (cl.worldmodel)
{
+ lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightfullpvs, sizeof(lightfullpvs));
+ memset(lightpvs, 0, lightpvsbytes);
if (cl.worldmodel->brushq3.num_leafs)
{
q3mleaf_t *leaf;
q3mface_t *face;
- lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+
+ // make a pvs that only includes things within the box
+ for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
+ if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ SETPVSBIT(lightpvs, leaf->clusterindex);
+
+ // make a cluster list for fast visibility checking during rendering
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ if (CHECKPVSBIT(lightpvs, i))
+ e->numclusters++;
+ e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ if (CHECKPVSBIT(lightpvs, i))
+ e->clusterindices[e->numclusters++] = i;
+
VectorCopy(e->origin, e->mins);
VectorCopy(e->origin, e->maxs);
for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
face->lighttemp_castshadow = false;
for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
{
- if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
{
for (k = 0;k < 3;k++)
{
if (face->lighttemp_castshadow)
{
face->lighttemp_castshadow = false;
- if (!(face->texture->surfaceparms & (SURFACEPARM_NODRAW | SURFACEPARM_SKY)))
+ if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
{
- if (e->castshadows)
+ if (e->drawshadows)
if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
- if (!(face->texture->surfaceparms & SURFACEPARM_SKY))
+ if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
}
}
}
}
- else if (cl.worldmodel->brushq1.numleafs)
+ else if (cl.worldmodel->brushq1.num_leafs)
{
mleaf_t *leaf;
msurface_t *surf;
qbyte *byteleafpvs;
qbyte *bytesurfacepvs;
- byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
+ byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
- for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
+ // make a pvs that only includes things within the box
+ for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
{
if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
{
+ SETPVSBIT(lightpvs, leaf->clusterindex);
for (k = 0;k < 3;k++)
{
if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
}
}
}
-
+
for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
surf->lighttemp_castshadow = true;
Mem_Free(byteleafpvs);
Mem_Free(bytesurfacepvs);
+
+ // make a cluster list for fast visibility checking during rendering
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ if (CHECKPVSBIT(lightpvs, i))
+ e->numclusters++;
+ e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ if (CHECKPVSBIT(lightpvs, i))
+ e->clusterindices[e->numclusters++] = i;
}
else
{
- lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
- for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
+ for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
{
- if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
{
+ // make a pvs that only includes things within the box
+ SETPVSBIT(lightpvs, leaf->clusterindex);
for (k = 0;k < 3;k++)
{
if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
}
}
}
+
+ // make a pvs that only includes things within the box
+ for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
+ if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ SETPVSBIT(lightpvs, leaf->clusterindex);
+
+ // make a cluster list for fast visibility checking during rendering
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ if (CHECKPVSBIT(lightpvs, i))
+ e->numclusters++;
+ e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ if (CHECKPVSBIT(lightpvs, i))
+ e->clusterindices[e->numclusters++] = i;
}
// add surfaces to shadow casting mesh and light mesh
if (surf->lighttemp_castshadow)
{
surf->lighttemp_castshadow = false;
- if (e->castshadows && (surf->flags & SURF_SHADOWCAST))
+ if (e->drawshadows && (surf->flags & SURF_SHADOWCAST))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
if (!(surf->flags & SURF_DRAWSKY))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
// limit box to light bounds (in case it grew larger)
for (k = 0;k < 3;k++)
{
- if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
- if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+ if (e->mins[k] < e->origin[k] - e->radius) e->mins[k] = e->origin[k] - e->radius;
+ if (e->maxs[k] > e->origin[k] + e->radius) e->maxs[k] = e->origin[k] + e->radius;
}
e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
// now that we have the buffers big enough, construct and add
// the shadow volume mesh
- if (e->castshadows)
+ if (e->drawshadows)
e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
for (mesh = castmesh;mesh;mesh = mesh->next)
{
if (e->meshchain_light)
for (mesh = e->meshchain_light;mesh;mesh = mesh->next)
l += mesh->numtriangles;
- Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
+ Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
}
void R_Shadow_FreeWorldLight(worldlight_t *light)
while (r_shadow_worldlightchain)
R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
r_shadow_selectedlight = NULL;
+ R_Shadow_FreeCubemaps();
}
void R_Shadow_SelectLight(worldlight_t *light)
{
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");
shadow = false;
t++;
}
- a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+ if (a < 13)
+ {
+ corona = 0;
+ VectorClear(angles);
+ }
if (a < 9)
cubemapname[0] = 0;
*s = '\n';
}
VectorScale(color, r_editlights_rtlightscolorscale.value, color);
radius *= r_editlights_rtlightssizescale.value;
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+ R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
s++;
n++;
}
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+ sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->drawshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
radius = bound(15, radius, 4096);
VectorScale(color, (2.0f / (8388608.0f)), color);
- R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
s++;
n++;
}
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
- int entnum, style, islight;
+ int entnum, style, islight, skin, pflags;
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)
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;
islight = false;
while (1)
{
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))
}
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);
}
if (light <= 0 && islight)
light = 300;
- radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
+ if (lightscale <= 0)
+ lightscale = 1;
+ if (fadescale <= 0)
+ fadescale = 1;
+ radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
if (color[0] == 1 && color[1] == 1 && color[2] == 1)
VectorCopy(overridecolor, color);
VectorScale(color, light, color);
VectorAdd(origin, originhack, origin);
if (radius >= 15)
- R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ R_Shadow_NewWorldLight(origin, angles, color, radius, !!(pflags & 2), style, !(pflags & 1), skin >= 16 ? va("cubemaps/%i", skin) : NULL);
}
}
return;
}
color[0] = color[1] = color[2] = 1;
- R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+ R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
}
void R_Shadow_EditLights_Edit_f(void)
{
- vec3_t origin, color;
- vec_t radius;
+ vec3_t origin, angles, color;
+ vec_t radius, corona;
int style, shadows;
char cubemapname[1024];
if (!r_editlights.integer)
return;
}
VectorCopy(r_shadow_selectedlight->origin, origin);
- radius = r_shadow_selectedlight->lightradius;
- VectorCopy(r_shadow_selectedlight->light, color);
+ VectorCopy(r_shadow_selectedlight->angles, angles);
+ VectorCopy(r_shadow_selectedlight->color, color);
+ radius = r_shadow_selectedlight->radius;
style = r_shadow_selectedlight->style;
if (r_shadow_selectedlight->cubemapname)
strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
else
cubemapname[0] = 0;
- shadows = r_shadow_selectedlight->castshadows;
+ shadows = r_shadow_selectedlight->drawshadows;
+ corona = r_shadow_selectedlight->corona;
if (!strcmp(Cmd_Argv(1), "origin"))
{
if (Cmd_Argc() != 5)
{
- Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
return;
}
origin[0] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[0] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[1] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[2] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 5)
{
- Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
return;
}
origin[0] += atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[0] += atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[1] += atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[2] += atof(Cmd_Argv(2));
}
+ if (!strcmp(Cmd_Argv(1), "angles"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ return;
+ }
+ angles[0] = atof(Cmd_Argv(2));
+ angles[1] = atof(Cmd_Argv(3));
+ angles[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesx"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[0] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesy"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[1] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesz"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[2] = atof(Cmd_Argv(2));
+ }
else if (!strcmp(Cmd_Argv(1), "color"))
{
if (Cmd_Argc() != 5)
{
- Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
return;
}
color[0] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
radius = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
style = atoi(Cmd_Argv(2));
{
if (Cmd_Argc() > 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
if (Cmd_Argc() == 3)
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
}
+ else if (!strcmp(Cmd_Argv(1), "corona"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ corona = atof(Cmd_Argv(2));
+ }
else
{
Con_Printf("usage: r_editlights_edit [property] [value]\n");
Con_Printf("Selected light's properties:\n");
- Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
- Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
- Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
- Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+ Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+ Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+ Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+ Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
+ Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
+ Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
+ Con_Printf("Shadows: %s\n", r_shadow_selectedlight->drawshadows ? "yes" : "no");
Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
- Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
return;
}
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
r_shadow_selectedlight = NULL;
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+ R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
}
extern int con_vislines;
x = 0;
y = con_vislines;
sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Shadows %s", r_shadow_selectedlight->drawshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
}
void R_Shadow_EditLights_ToggleShadow_f(void)
Con_Printf("No selected light.\n");
return;
}
- R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+ R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname);
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_ToggleCorona_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname);
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
r_shadow_selectedlight = NULL;
}
"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"
);
}
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);
}
+