cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
-cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
"r_shadow_realtime_world_compile : compile surface/visibility information\n"
-"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
"r_shadow_glsl : use OpenGL Shading Language for lighting\n"
"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
- Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
+ int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
qbyte *data;
model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
}
- if (model->DrawLight)
- {
- rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- model->DrawLight(ent, vec3_origin, 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;
}
}
}
- 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);
+ Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume 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);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
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;
// these allocations are grouped
if (rtlight->static_leaflist)
Mem_Free(rtlight->static_leaflist);
void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
{
- shadowmesh_t *mesh;
// set up properties for rendering light onto this entity
r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
}
}
if (ent == r_refdef.worldentity)
- {
- if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
- {
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- {
- rtexture_t *glosstexture = r_texture_black;
- float specularscale = 0;
- if (mesh->map_specular)
- {
- if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = mesh->map_specular;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
- }
- }
- else
- {
- if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = r_texture_white;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
- }
- }
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
- continue;
- R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, r_texture_black, r_texture_black, mesh->map_normal, glosstexture);
- }
- }
- else
- ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
- }
+ ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
else
ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
}