cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
-int c_rt_lights, c_rt_clears, c_rt_scissored;
-int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
-int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
-
float r_shadow_attenpower, r_shadow_attenscale;
rtlight_t *r_shadow_compilingrtlight;
static int numcubemaps;
static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+GLhandleARB r_shadow_program_light_diffusegloss = 0;
+GLhandleARB r_shadow_program_light_diffuse = 0;
+GLhandleARB r_shadow_program_light_gloss = 0;
+
void R_Shadow_UncompileWorldLights(void);
void R_Shadow_ClearWorldLights(void);
void R_Shadow_SaveWorldLights(void);
static void R_Shadow_MakeTextures(void);
void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+// beginnings of GL_ARB_shaders support, not done yet
+GLhandleARB GL_Backend_LoadProgram(const char *vertexshaderfilename, const char *fragmentshaderfilename)
+{
+ return 0;
+}
+
+void GL_Backend_FreeProgram(GLhandleARB prog)
+{
+}
+
void r_shadow_start(void)
{
// allocate vertex processing arrays
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
+ if (gl_support_fragment_shader)
+ {
+ r_shadow_program_light_diffusegloss = GL_Backend_LoadProgram("glsl/diffusegloss.vert", "glsl/diffusegloss.frag");
+ r_shadow_program_light_diffuse = GL_Backend_LoadProgram("glsl/diffuse.vert", "glsl/diffuse.frag");
+ r_shadow_program_light_gloss = GL_Backend_LoadProgram("glsl/gloss.vert", "glsl/gloss.frag");
+ }
}
void r_shadow_shutdown(void)
{
R_Shadow_UncompileWorldLights();
+ GL_Backend_FreeProgram(r_shadow_program_light_diffusegloss);
+ r_shadow_program_light_diffusegloss = 0;
+ GL_Backend_FreeProgram(r_shadow_program_light_diffuse);
+ r_shadow_program_light_diffuse = 0;
+ GL_Backend_FreeProgram(r_shadow_program_light_gloss);
+ r_shadow_program_light_gloss = 0;
numcubemaps = 0;
r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
qglEnable(GL_CULL_FACE);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
r_shadowstage = SHADOWSTAGE_NONE;
-
- c_rt_lights = c_rt_clears = c_rt_scissored = 0;
- c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
- c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
}
void R_Shadow_Stage_ShadowVolumes(void)
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, colorscale, color2);
+ GL_LockArrays(0, numverts);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
+ GL_LockArrays(0, 0);
}
if (diffusescale)
{
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, colorscale, color2);
+ GL_LockArrays(0, numverts);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
+ GL_LockArrays(0, 0);
}
if (specularscale && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
{
#endif
}
}
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ VectorScale(lightcolor, colorscale, color2);
+ GL_LockArrays(0, numverts);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ GL_LockArrays(0, 0);
}
- R_Mesh_State(&m);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, colorscale, color2);
- GL_LockArrays(0, numverts);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- GL_LockArrays(0, 0);
}
}
else
#endif
}
}
+ if (r_textureunits.integer >= 3)
+ m.pointer_color = NULL;
+ else
+ m.pointer_color = varray_color4f;
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[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
if (r_textureunits.integer >= 3)
- {
GL_Color(color[0], color[1], color[2], 1);
- m.pointer_color = NULL;
- }
else if (r_textureunits.integer >= 2)
- {
R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
- m.pointer_color = varray_color4f;
- }
else
- {
R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
- m.pointer_color = varray_color4f;
- }
GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
GL_LockArrays(0, 0);
rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
- VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light);
+ VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
}
cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
- if (d_lightstylevalue[rtlight->style] <= 0)
+ if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
return;
numclusters = 0;
clusterlist = NULL;
VectorCopy(rtlight->cullmins, cullmins);
VectorCopy(rtlight->cullmaxs, cullmaxs);
}
- else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
+ else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
{
// dynamic light, world available and can receive realtime lighting
// if the light box is offscreen, skip it right away
if (R_CullBox(cullmins, cullmaxs))
return;
// calculate lit surfaces and clusters
- R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
- R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces);
- cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters);
+ R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces);
+ r_refdef.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 (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
return;
- f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
+ f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f);
VectorScale(rtlight->color, f, lightcolor);
/*
if (rtlight->selected)
{
if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
continue;
- if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs))
+ if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs))
continue;
}
if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
{
+ lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
{
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, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
+ R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
}
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
}
if (r_drawentities.integer)
{
// transparent meshes are deferred for later
if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
{
- VectorScale(lightcolor, ent->alpha, lightcolor2);
+ lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
dlight_t *light;
rmeshstate_t m;
- if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+ if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
if (visiblevolumes)
int n, a, style, shadow, flags;
char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
char line[1024];
if (!r_shadow_worldlightchain)
return;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
int n, a, style;
char name[MAX_QPATH], *lightsstring, *s, *t;
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".lights", sizeof (name));
lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
char key[256], value[1024];
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
// try to load a .ent file first
- FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
+ FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
strlcat (key, ".ent", sizeof (key));
data = entfiledata = FS_LoadFile(key, tempmempool, true);
// and if that is not found, fall back to the bsp file entity string
if (!data)
- data = cl.worldmodel->brush.entities;
+ data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
}
else if (!strcmp("style", key))
style = atoi(value);
- else if (cl.worldmodel->type == mod_brushq3)
+ else if (r_refdef.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
lightscale = atof(value);
void R_Shadow_EditLights_Reload_f(void)
{
- if (!cl.worldmodel)
+ if (!r_refdef.worldmodel)
return;
- strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+ strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLights();
if (r_shadow_worldlightchain == NULL)
void R_Shadow_EditLights_Save_f(void)
{
- if (!cl.worldmodel)
+ if (!r_refdef.worldmodel)
return;
R_Shadow_SaveWorldLights();
}