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);
#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;
mempool_t *r_shadow_mempool;
int maxshadowelements;
int *shadowelements;
-int maxtrianglefacinglight;
-qbyte *trianglefacinglight;
-int *trianglefacinglightlist;
+
+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_normalcubetexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_blankglosstexture;
rtexture_t *r_shadow_blankwhitetexture;
+// lights are reloaded when this changes
+char r_shadow_mapname[MAX_QPATH];
+
+// 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 = {CVAR_SAVE, "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_world = {0, "r_shadow_realtime_world", "0"};
-cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
-cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
-cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
-cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
-cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
-cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-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_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_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
+cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
+cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
+cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
+cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_shadows = {CVAR_SAVE, "r_shadow_shadows", "1"};
-cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
+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"};
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_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"};
+
+float r_shadow_attenpower, r_shadow_attenscale;
-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;
+rtlight_t *r_shadow_compilingrtlight;
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
+dlight_t r_shadow_bufferlight;
+vec3_t r_editlights_cursorlocation;
+
+rtexture_t *lighttextures[5];
+
+extern int con_vislines;
+
+typedef struct cubemapinfo_s
+{
+ char basename[64];
+ rtexture_t *texture;
+}
+cubemapinfo_t;
+#define MAX_CUBEMAPS 256
+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);
void R_Shadow_LoadWorldLights(void);
void R_Shadow_LoadLightsFile(void);
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
+void R_Shadow_EditLights_Reload_f(void);
+void R_Shadow_ValidateCvars(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_mempool = Mem_AllocPool("R_Shadow");
- maxshadowelements = 0;
- shadowelements = NULL;
- maxvertexupdate = 0;
- vertexupdate = NULL;
- vertexremap = NULL;
- vertexupdatenum = 0;
- maxtrianglefacinglight = 0;
- trianglefacinglight = NULL;
- trianglefacinglightlist = NULL;
+ numcubemaps = 0;
r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
r_shadow_blankglosstexture = NULL;
r_shadow_blankwhitetexture = NULL;
r_shadow_texturepool = NULL;
- R_Shadow_ClearWorldLights();
- r_shadow_reloadlights = true;
+ r_shadow_filters_texturepool = NULL;
+ R_Shadow_ValidateCvars();
+ R_Shadow_MakeTextures();
+ maxshadowelements = 0;
+ shadowelements = 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;
+ 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_ClearWorldLights();
- r_shadow_reloadlights = true;
+ 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;
r_shadow_attenuation3dtexture = NULL;
r_shadow_blankglosstexture = NULL;
r_shadow_blankwhitetexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
+ R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowelements = 0;
+ if (shadowelements)
+ Mem_Free(shadowelements);
shadowelements = NULL;
maxvertexupdate = 0;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
vertexupdate = NULL;
+ if (vertexremap)
+ Mem_Free(vertexremap);
vertexremap = NULL;
vertexupdatenum = 0;
- maxtrianglefacinglight = 0;
- trianglefacinglight = NULL;
- trianglefacinglightlist = NULL;
- Mem_FreePool(&r_shadow_mempool);
+ maxshadowmark = 0;
+ numshadowmark = 0;
+ if (shadowmark)
+ Mem_Free(shadowmark);
+ shadowmark = NULL;
+ if (shadowmarklist)
+ Mem_Free(shadowmarklist);
+ shadowmarklist = NULL;
+ shadowmarkcount = 0;
+ r_shadow_buffer_numclusterpvsbytes = 0;
+ if (r_shadow_buffer_clusterpvs)
+ Mem_Free(r_shadow_buffer_clusterpvs);
+ r_shadow_buffer_clusterpvs = NULL;
+ if (r_shadow_buffer_clusterlist)
+ Mem_Free(r_shadow_buffer_clusterlist);
+ r_shadow_buffer_clusterlist = NULL;
+ r_shadow_buffer_numsurfacepvsbytes = 0;
+ if (r_shadow_buffer_surfacepvs)
+ Mem_Free(r_shadow_buffer_surfacepvs);
+ r_shadow_buffer_surfacepvs = NULL;
+ if (r_shadow_buffer_surfacelist)
+ Mem_Free(r_shadow_buffer_surfacelist);
+ r_shadow_buffer_surfacelist = NULL;
}
void r_shadow_newmap(void)
{
- R_Shadow_ClearWorldLights();
- 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_realtime_world : use realtime world light rendering\n"
-"r_shadow_realtime_dlight : use high quality dlight rendering\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_gloss2intensity : brightness of forced gloss\n"
-"r_shadow_debuglight : render only this light number (-1 = all)\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_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_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_shadows : dlight shadows (world always has shadows)\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_world);
- Cvar_RegisterVariable(&r_shadow_realtime_dlight);
- Cvar_RegisterVariable(&r_shadow_visiblevolumes);
- Cvar_RegisterVariable(&r_shadow_gloss);
- Cvar_RegisterVariable(&r_shadow_glossintensity);
- Cvar_RegisterVariable(&r_shadow_gloss2intensity);
- Cvar_RegisterVariable(&r_shadow_debuglight);
- Cvar_RegisterVariable(&r_shadow_scissor);
- Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
- Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
- Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_projectdistance);
- Cvar_RegisterVariable(&r_shadow_texture3d);
+ 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_shadow_polygonfactor);
+ Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
- Cvar_RegisterVariable(&r_shadow_shadows);
- Cvar_RegisterVariable(&r_shadow_showtris);
+ 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_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
+ r_shadow_worldlightchain = NULL;
+ maxshadowelements = 0;
+ shadowelements = 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_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-void R_Shadow_ResizeTriangleFacingLight(int numtris)
+matrix4x4_t matrix_attenuationxyz =
{
- // make sure trianglefacinglight is big enough for this volume
- // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
- // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
- if (maxtrianglefacinglight < numtris)
{
- maxtrianglefacinglight = numtris;
- if (trianglefacinglight)
- Mem_Free(trianglefacinglight);
- if (trianglefacinglightlist)
- Mem_Free(trianglefacinglightlist);
- trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
- trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
+ {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, 0.5},
+ {0.0, 0.0, 0.0, 0.5},
+ {0.0, 0.0, 0.0, 1.0}
+ }
+};
int *R_Shadow_ResizeShadowElements(int numtris)
{
return shadowelements;
}
-/*
-// readable version of some code found below
-//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
-{
- float dir0[3], dir1[3], normal[3];
-
- // calculate two mostly perpendicular edge directions
- VectorSubtract(a, b, dir0);
- VectorSubtract(c, b, 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, normal);
-
- // 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)
- return DotProduct(p, normal) > DotProduct(a, normal);
-}
-int checkcastshadowfromedge(int t, int i)
+void R_Shadow_EnlargeClusterBuffer(int numclusters)
{
- int *te;
- float *v[3];
- if (t >= trianglerange_start && t < trianglerange_end)
+ int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
+ if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
{
- if (t < i && !trianglefacinglight[t])
- return true;
- else
- return false;
+ 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));
}
- else
+}
+
+void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
+{
+ int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+ if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
{
- if (t < 0)
- return true;
- else
- {
- te = inelement3i + t * 3;
- v[0] = invertex3f + te[0] * 3;
- v[1] = invertex3f + te[1] * 3;
- v[2] = invertex3f + te[2] * 3;
- if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- return true;
- else
- return false;
- }
+ 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));
}
}
-*/
-int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+void R_Shadow_PrepareShadowMark(int numtris)
{
- int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
- const float *v[3];
- const int *e, *n, *te;
- float f, temp[3];
+ // 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)
+ {
+ shadowmarkcount = 1;
+ memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
+ }
+ numshadowmark = 0;
+}
- // make sure trianglefacinglight is big enough for this volume
- if (maxtrianglefacinglight < trianglerange_end)
- R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
+int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+{
+ int i, j, tris = 0, vr[3], t, outvertices = 0;
+ float f, temp[3];
+ const int *e, *n;
+ const float *v;
if (maxvertexupdate < innumvertices)
{
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++)
+ shadowmark[shadowmarktris[i]] = shadowmarkcount;
- if (r_shadow_singlepassvolumegeneration.integer)
+ for (i = 0;i < numshadowmarktris;i++)
{
- // one pass approach (identify lit/dark faces and generate sides while doing so)
- for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
+ t = shadowmarktris[i];
+ e = inelement3i + t * 3;
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
{
- // calculate triangle facing flag
- v[0] = invertex3f + e[0] * 3;
- v[1] = invertex3f + e[1] * 3;
- v[2] = invertex3f + e[2] * 3;
- if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
- {
- // 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;
- VectorCopy(v[j], outvertex3f);
- VectorSubtract(v[j], relativelightorigin, temp);
- f = projectdistance / VectorLength(temp);
- VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
- outvertex3f += 6;
- outvertices += 2;
- }
- }
- // output the front and back triangles
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[2];
- outelement3i[3] = vr[2] + 1;
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- // output the sides (facing outward from this triangle)
- t = n[0];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- 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;
- }
- t = n[1];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[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;
- }
- t = n[2];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[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;
- }
- }
- else
+ if (vertexupdate[e[j]] != vertexupdatenum)
{
- // this triangle is not facing the light
- // output the sides (facing inward to this triangle)
- t = n[0];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0] + 1;
- outelement3i[2] = vr[0];
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[1];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1] + 1;
- outelement3i[2] = vr[1];
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[1] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[2];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[0] = vertexremap[e[0]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2] + 1;
- outelement3i[2] = vr[2];
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[2] + 1;
- outelement3i += 6;
- tris += 2;
- }
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ v = invertex3f + e[j] * 3;
+ // project one copy of the vertex to the sphere radius of the light
+ // (FIXME: would projecting it to the light box be better?)
+ VectorSubtract(v, projectorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorCopy(v, outvertex3f);
+ VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
}
}
}
- else
- {
- // two pass approach (identify lit/dark faces and then generate sides)
- for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+
+ for (i = 0;i < numshadowmarktris;i++)
+ {
+ t = shadowmarktris[i];
+ e = inelement3i + t * 3;
+ n = inneighbor3i + t * 3;
+ // 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;
+ // output the sides (facing outward from this triangle)
+ if (shadowmark[n[0]] != shadowmarkcount)
{
- // calculate triangle facing flag
- v[0] = invertex3f + e[0] * 3;
- v[1] = invertex3f + e[1] * 3;
- v[2] = invertex3f + e[2] * 3;
- if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
- {
- trianglefacinglightlist[numfacing++] = i;
- // 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(v[j], relativelightorigin, temp);
- f = projectdistance / VectorLength(temp);
- VectorCopy(v[j], outvertex3f);
- VectorMA(relativelightorigin, 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;
- }
+ 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;
}
- for (i = 0;i < numfacing;i++)
+ if (shadowmark[n[1]] != shadowmarkcount)
{
- t = trianglefacinglightlist[i];
- e = inelement3i + t * 3;
- n = inneighbor3i + t * 3;
- // output the sides (facing outward from this triangle)
- t = n[0];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- 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;
- }
- t = n[1];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- 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;
- }
- t = n[2];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- 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;
- }
+ 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)
return tris;
}
-float varray_vertex3f2[65536*3];
-
-void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+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, outverts;
if (projectdistance < 0.1)
Con_Printf("R_Shadow_Volume: projectdistance %f\n");
return;
}
- if (!numverts)
+ if (!numverts || !nummarktris)
return;
-
// make sure shadowelements is big enough for this volume
- if (maxshadowelements < numtris * 24)
- R_Shadow_ResizeShadowElements(numtris);
-
- // check which triangles are facing the light, 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
- if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
- {
- 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;
+ 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);
+}
+
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs)
+{
+ int t, tend;
+ const int *e;
+ const float *v[3];
+ if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
+ return;
+ tend = firsttriangle + numtris;
+ if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
+ && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
+ && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
+ {
+ // surface box entirely inside light box, no box cull
+ for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+ if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ else
+ {
+ // surface box not entirely inside light box, cull each triangle
+ for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+ {
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
+ && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
+ && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
+ && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
+ && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
+ && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
+ && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
}
}
-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)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
- }
+ 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)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
- }
+ 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, z, d, side;
Mem_Free(data);
}
+void R_Shadow_ValidateCvars(void)
+{
+ 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);
+}
+
void R_Shadow_Stage_Begin(void)
{
rmeshstate_t m;
- if (r_shadow_texture3d.integer && !gl_texture3d)
- Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+ R_Shadow_ValidateCvars();
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_Color(0, 0, 0, 1);
- qglDisable(GL_SCISSOR_TEST);
+ 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_reloadlights = false;
- R_Shadow_LoadWorldLights();
- if (r_shadow_worldlightchain == NULL)
- {
- R_Shadow_LoadLightsFile();
- if (r_shadow_worldlightchain == NULL)
- R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
- }
- }
}
void R_Shadow_Stage_ShadowVolumes(void)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
- qglColorMask(0, 0, 0, 0);
+ GL_ColorMask(0, 0, 0, 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_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);
- 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),
// optimize for them as noted above
}
-void R_Shadow_Stage_LightWithoutShadows(void)
+void R_Shadow_Stage_Light(int shadowtest)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
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);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
qglDepthFunc(GL_EQUAL);
- qglDisable(GL_STENCIL_TEST);
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglEnable(GL_CULL_FACE);
+ if (shadowtest)
+ qglEnable(GL_STENCIL_TEST);
+ else
+ 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, 0xFF);
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ qglStencilFunc(GL_EQUAL, 128, ~0);
r_shadowstage = SHADOWSTAGE_LIGHT;
c_rt_lights++;
}
-void R_Shadow_Stage_LightWithShadows(void)
+void R_Shadow_Stage_End(void)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
+ R_Mesh_State(&m);
+ 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);
- qglDepthFunc(GL_EQUAL);
- qglEnable(GL_STENCIL_TEST);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 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);
- // 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);
- r_shadowstage = SHADOWSTAGE_LIGHT;
- c_rt_lights++;
-}
-
-void R_Shadow_Stage_End(void)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- qglDisable(GL_POLYGON_OFFSET_FILL);
- GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
- qglDisable(GL_SCISSOR_TEST);
- qglDepthFunc(GL_LEQUAL);
- qglDisable(GL_STENCIL_TEST);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+ if (gl_support_stenciltwoside)
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ qglStencilMask(~0);
+ qglStencilFunc(GL_ALWAYS, 128, ~0);
r_shadowstage = SHADOWSTAGE_NONE;
}
if (!r_shadow_scissor.integer)
return false;
// if view is inside the box, just say yes it's visible
- // LordHavoc: for some odd reason scissor seems broken without stencil
- // (?!? seems like a driver bug) so abort if gl_stencil is false
- if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
+ 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;
}
for (i = 0;i < 3;i++)
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_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
float *color4f = varray_color4f;
float dist, dot, intensity, v[3], n[3];
if ((dot = DotProduct(n, v)) > 0)
{
dist = sqrt(dist);
- intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+ intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
VectorScale(lightcolor, intensity, color4f);
color4f[3] = 1;
}
}
}
-void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
{
float *color4f = varray_color4f;
float dist, dot, intensity, v[3], n[3];
Matrix4x4_Transform3x3(m, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
- intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+ intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
VectorScale(lightcolor, intensity, color4f);
color4f[3] = 1;
}
}
}
-// FIXME: this should be done in a vertex program when possible
-// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
-void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+ float *color4f = varray_color4f;
+ float dot, intensity, v[3], n[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ {
+ 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;
+ }
+ }
+}
+
+static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+{
+ float *color4f = varray_color4f;
+ float dist, intensity, v[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
+ {
+ dist = sqrt(dist);
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+}
+
+static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+{
+ float *color4f = varray_color4f;
+ float dist, intensity, v[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+ {
+ Matrix4x4_Transform(m, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
+ {
+ intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ VectorScale(lightcolor, intensity, color4f);
+ color4f[3] = 1;
+ }
+ else
+ {
+ VectorClear(color4f);
+ color4f[3] = 1;
+ }
+ }
+}
+
+// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
+#define USETEXMATRIX
+
+#ifndef USETEXMATRIX
+// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
+// if hardware texcoord manipulation is not available (or not suitable, 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
{
while (--numverts);
}
-void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
{
do
{
}
while (--numverts);
}
+#endif
-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)
+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];
}
}
-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)
+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];
}
}
-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_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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
{
int renders;
- float color[3], color2[3];
+ float color[3], color2[3], colorscale;
rmeshstate_t m;
- GL_VertexPointer(vertex3f);
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ if (!glosstexture)
+ glosstexture = r_shadow_blankglosstexture;
+ // FIXME: support EF_NODEPTHTEST
+ GL_DepthMask(false);
+ GL_DepthTest(true);
if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
- GL_Color(1,1,1,1);
- // 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)
+ if (ambientscale)
{
- // 3/2 3D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- m.pointer_texcoord[2] = varray_texcoord3f[2];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- 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;
- 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]--)
+ GL_Color(1,1,1,1);
+ colorscale = r_shadow_lightintensityscale.value * ambientscale;
+ // colorscale accounts for how much we multiply the brightness
+ // during combine.
+ //
+ // mult is how many times the final pass of the lighting will be
+ // performed to get more brightness than otherwise possible.
+ //
+ // Limit mult to 64 for sanity sake.
+ if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ // 3 3D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(basetexture);
+ m.pointer_texcoord[1] = texcoord2f;
+ m.texcubemap[2] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[2] = vertex3f;
+ m.texmatrix[2] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+ {
+ // 2 3D combine path (Geforce3, original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(basetexture);
+ m.pointer_texcoord[1] = texcoord2f;
+ }
+ else if (r_textureunits.integer >= 4 && lightcubemap)
+ {
+ // 4 2D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[3] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[3] = vertex3f;
+ m.texmatrix[3] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ else if (r_textureunits.integer >= 3 && !lightcubemap)
+ {
+ // 3 2D combine path (Geforce3, original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = texcoord2f;
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], 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.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = varray_texcoord3f[0];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- 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;
- R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ // this final code is shared
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ 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]--)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ 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 (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ if (diffusescale)
{
- // 2/2 3D combine path (original Radeon)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- 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]--)
+ GL_Color(1,1,1,1);
+ colorscale = r_shadow_lightintensityscale.value * diffusescale;
+ // 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)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ // 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[2] = vertex3f;
+ m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
}
- }
- else if (r_textureunits.integer >= 4)
- {
- // 4/2 2D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- 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);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- 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;
- 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]--)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ // 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
}
- }
- else
- {
- // 2/2/2 2D combine path (any dot3 card)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- 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;
- 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]--)
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ // 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);
+#ifdef 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[2] = vertex3f;
+ m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
}
- }
- }
- else
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- memset(&m, 0, sizeof(m));
- 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);
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- }
- R_Mesh_State_Texture(&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 >= 2)
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
else
- R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
- 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)
-{
- int renders;
- float color[3], color2[3], colorscale;
- rmeshstate_t m;
- if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
- return;
- if (!glosstexture)
- glosstexture = r_shadow_blankglosstexture;
- if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
- {
- colorscale = r_shadow_glossintensity.value;
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
- if (glosstexture == r_shadow_blankglosstexture)
- colorscale *= r_shadow_gloss2intensity.value;
- GL_VertexPointer(vertex3f);
- 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.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- // 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;
-
- memset(&m, 0, sizeof(m));
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = varray_texcoord3f[0];
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
- R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ // this final code is shared
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
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]--)
{
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ 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 (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ if (specularscale && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
{
- // 2/0/0/2 3D combine blendsquare path
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- // 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;
-
+ // FIXME: detect blendsquare!
+ //if (gl_support_blendsquare)
+ {
+ colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value * specularscale;
+ 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], 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);
+#ifdef 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#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);
+ }
+ }
+ }
+ else
+ {
+ if (ambientscale)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value * ambientscale, color2);
memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- VectorScale(lightcolor, colorscale, color2);
+ if (r_textureunits.integer >= 2)
+ {
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[2] = vertex3f;
+ m.texmatrix[2] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
+#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[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
- GL_Color(color[0], color[1], color[2], 1);
+ if (r_textureunits.integer >= 3)
+ GL_Color(color[0], color[1], color[2], 1);
+ else if (r_textureunits.integer >= 2)
+ R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
+ else
+ R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
}
- else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ if (diffusescale)
{
- // 2/0/0/2/2 2D combine blendsquare path
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value * diffusescale, color2);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- // 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;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Mesh_State_Texture(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_vertex = vertex3f;
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(basetexture);
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);
+ if (r_textureunits.integer >= 2)
+ {
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], 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);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[2] = vertex3f;
+ m.texmatrix[2] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], 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);
- GL_Color(color[0], color[1], color[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_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
+void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
{
- R_Mesh_Matrix(matrix);
- if (r_shadow_showtris.integer)
- {
- shadowmesh_t *mesh;
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- qglColorMask(1,1,1,1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0,0.1,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next)
+ 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;
+ rtlight->coronasizescale = light->coronasizescale;
+ rtlight->ambientscale = light->ambientscale;
+ rtlight->diffusescale = light->diffusescale;
+ rtlight->specularscale = light->specularscale;
+ rtlight->flags = light->flags;
+ Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
+ // ConcatScale won't work here because this needs to scale rotate and
+ // translate, not just rotate
+ 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 * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
+ rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
+}
+
+// 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)
{
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ 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);
}
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
+ if (model->DrawShadowVolume && rtlight->shadow)
{
- qglEnable(GL_STENCIL_TEST);
- qglColorMask(0,0,0,0);
+ 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, 0, 0, 0, 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;
}
- 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)
-{
- shadowmesh_t *mesh;
- R_Mesh_Matrix(matrix);
- if (r_shadow_showtris.integer)
+
+ // 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)
{
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0.2,0,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
+ shadowmesh_t *mesh;
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ shadowmeshes++;
+ shadowtris += mesh->numtriangles;
}
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- qglEnable(GL_STENCIL_TEST);
}
- for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
+
+ lightmeshes = 0;
+ lighttris = 0;
+ if (rtlight->static_meshchain_light)
{
- 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);
+ 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);
}
-cvar_t r_editlights = {0, "r_editlights", "0"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
-cvar_t r_editlights_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;
-vec3_t r_editlights_cursorlocation;
+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;
+ }
+}
-static int lightpvsbytes;
-static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+void R_Shadow_UncompileWorldLights(void)
+{
+ dlight_t *light;
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ R_RTLight_Uncompile(&light->rtlight);
+}
-void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
{
- int i, j, k, l, maxverts = 256, tris;
- float *vertex3f = NULL, mins[3], maxs[3];
- worldlight_t *e;
- shadowmesh_t *mesh, *castmesh = NULL;
+ int i, shadow;
+ entity_render_t *ent;
+ float f;
+ vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
+ rtexture_t *cubemaptexture;
+ matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+ int numclusters, numsurfaces;
+ int *clusterlist, *surfacelist;
+ qbyte *clusterpvs;
+ vec3_t cullmins, cullmaxs;
+ shadowmesh_t *mesh;
+ rmeshstate_t m;
- if (radius < 15 || DotProduct(color, color) < 0.03)
- {
- Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+ // loading is done before visibility checks because loading should happen
+ // all at once at the start of a level, not when it stalls gameplay.
+ // (especially important to benchmarks)
+ if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+ R_RTLight_Compile(rtlight);
+ if (rtlight->cubemapname[0])
+ cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+ else
+ cubemaptexture = NULL;
+
+ 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 (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
return;
- }
-
- e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
- VectorCopy(origin, e->origin);
- VectorCopy(color, e->light);
- e->lightradius = radius;
- e->style = style;
- if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
+ numclusters = 0;
+ clusterlist = NULL;
+ clusterpvs = NULL;
+ numsurfaces = 0;
+ surfacelist = NULL;
+ if (rtlight->compiled && r_shadow_staticworldlights.integer)
+ {
+ // compiled light, world available and can receive realtime lighting
+ // retrieve cluster information
+ numclusters = rtlight->static_numclusters;
+ clusterlist = rtlight->static_clusterlist;
+ clusterpvs = rtlight->static_clusterpvs;
+ VectorCopy(rtlight->cullmins, cullmins);
+ VectorCopy(rtlight->cullmaxs, cullmaxs);
+ }
+ 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(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 the reduced cluster bounds are offscreen, skip it
+ if (R_CullBox(cullmins, cullmaxs))
+ return;
+ // check if light is illuminating any visible clusters
+ if (numclusters)
{
- Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
- e->style = 0;
+ for (i = 0;i < numclusters;i++)
+ if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
+ break;
+ if (i == numclusters)
+ return;
}
- e->castshadows = castshadow;
+ // set up a scissor rectangle for this light
+ if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
+ return;
- e->cullradius = e->lightradius;
- for (k = 0;k < 3;k++)
+ f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f);
+ VectorScale(rtlight->color, f, lightcolor);
+ /*
+ if (rtlight->selected)
{
- mins[k] = e->origin[k] - e->lightradius;
- maxs[k] = e->origin[k] + e->lightradius;
+ f = 2 + sin(realtime * M_PI * 4.0);
+ VectorScale(lightcolor, f, lightcolor);
}
+ */
- e->next = r_shadow_worldlightchain;
- r_shadow_worldlightchain = e;
- if (cubemapname && cubemapname[0])
- {
- 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)
- }
- // FIXME: rewrite this to store ALL geometry into a cache in the light
- if (e->castshadows)
- 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)
+ shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
+
+ if (shadow && (gl_stencil || visiblevolumes))
{
- if (cl.worldmodel->brushq3.num_leafs)
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
+ ent = &cl_entities[0].render;
+ if (r_shadow_staticworldlights.integer && rtlight->compiled)
{
- q3mleaf_t *leaf;
- q3mface_t *face;
- lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
- 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++)
+ memset(&m, 0, sizeof(m));
+ R_Mesh_Matrix(&ent->matrix);
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
- if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ m.pointer_vertex = mesh->vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, mesh->numverts);
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- for (k = 0;k < 3;k++)
- {
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
- }
- for (j = 0;j < leaf->numleaffaces;j++)
- {
- face = leaf->firstleafface[j];
- if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
- face->lighttemp_castshadow = true;
- }
+ // 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);
}
-
- // add surfaces to shadow casting mesh and light mesh
- for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
+ }
+ else if (numsurfaces)
+ {
+ 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++)
{
- if (face->lighttemp_castshadow)
+ ent = r_refdef.entities[i];
+ // rough checks
+ if (r_shadow_cull.integer)
{
- face->lighttemp_castshadow = false;
- if (!(face->texture->renderflags & (Q3MTEXTURERENDERFLAGS_NODRAW | Q3MTEXTURERENDERFLAGS_SKY)))
- {
- if (e->castshadows)
- 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->renderflags & (Q3MTEXTURERENDERFLAGS_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);
- }
+ if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
+ continue;
+ 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)
+ 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);
}
}
- else if (cl.worldmodel->brushq1.numleafs)
- {
- mleaf_t *leaf;
- msurface_t *surf;
- VectorCopy(e->origin, e->mins);
- VectorCopy(e->origin, e->maxs);
- i = CL_PointQ1Contents(e->origin);
+ }
- for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
- surf->lighttemp_castshadow = false;
+ if (!visiblevolumes)
+ {
+ R_Shadow_Stage_Light(shadow && gl_stencil);
- if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+ 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);
+ 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)
{
- qbyte *byteleafpvs;
- qbyte *bytesurfacepvs;
-
- byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
- 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++)
- {
- if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
- {
- for (k = 0;k < 3;k++)
- {
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[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);
+ 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, 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, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
+ }
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
{
- 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++)
- {
- if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
- {
- for (k = 0;k < 3;k++)
- {
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
- }
- for (j = 0;j < leaf->nummarksurfaces;j++)
- {
- surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
- if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
- surf->lighttemp_castshadow = true;
- }
- }
- }
- }
-
- // add surfaces to shadow casting mesh and light mesh
- for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
- {
- if (surf->lighttemp_castshadow)
+ ent = r_refdef.entities[i];
+ // can't draw transparent entity lighting here because
+ // transparent meshes are deferred for later
+ if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
{
- surf->lighttemp_castshadow = false;
- if (e->castshadows && (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);
+ lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+ Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist);
}
}
}
}
+}
- // limit box to light bounds (in case it grew larger)
- for (k = 0;k < 3;k++)
+void R_ShadowVolumeLighting(int visiblevolumes)
+{
+ int lnum, flag;
+ dlight_t *light;
+ rmeshstate_t m;
+
+ if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+ R_Shadow_EditLights_Reload_f();
+
+ if (visiblevolumes)
+ {
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
+ qglDisable(GL_CULL_FACE);
+ GL_Color(0.0, 0.0125, 0.1, 1);
+ }
+ else
+ R_Shadow_Stage_Begin();
+ flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ if (r_shadow_debuglight.integer >= 0)
{
- 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;
+ for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+ if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
}
- e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+ else
+ for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+ if (light->flags & flag)
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
+ if (r_rtdlight)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
- // cast shadow volume from castmesh
- castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
- if (castmesh)
+ if (visiblevolumes)
{
- maxverts = 0;
- for (mesh = castmesh;mesh;mesh = mesh->next)
- {
- R_Shadow_ResizeShadowElements(mesh->numtriangles);
- maxverts = max(maxverts, mesh->numverts * 2);
- }
+ qglEnable(GL_CULL_FACE);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ }
+ else
+ R_Shadow_Stage_End();
+}
- if (maxverts > 0)
+//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] =
+{
+ {
+ {"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}
+ }
+};
+
+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;
+ // keep trying different suffix groups (posx, px, rt) until one loads
+ for (j = 0;j < 3 && !cubemappixels;j++)
+ {
+ // load the 6 images in the suffix group
+ for (i = 0;i < 6;i++)
{
- 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)
- e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
- for (mesh = castmesh;mesh;mesh = mesh->next)
+ // 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)))
{
- Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
- if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+ // an image loaded, make sure width and height are equal
+ if (image_width == image_height)
+ {
+ // if this is the first image to load successfully, allocate the cubemap memory
+ if (!cubemappixels && image_width >= 1)
+ {
+ 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);
}
- Mem_Free(vertex3f);
- vertex3f = NULL;
}
- // we're done with castmesh now
- Mod_ShadowMesh_Free(castmesh);
}
+ // 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->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false);
- e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false);
+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);
+}
+
+dlight_t *R_Shadow_NewWorldLight(void)
+{
+ dlight_t *light;
+ light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+ light->next = r_shadow_worldlightchain;
+ r_shadow_worldlightchain = light;
+ return light;
+}
- k = 0;
- if (e->meshchain_shadow)
- for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
- k += mesh->numtriangles;
- l = 0;
- 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);
+void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+{
+ VectorCopy(origin, light->origin);
+ light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
+ light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
+ light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
+ light->color[0] = max(color[0], 0);
+ light->color[1] = max(color[1], 0);
+ light->color[2] = max(color[2], 0);
+ light->radius = max(radius, 0);
+ 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 = "";
+ strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
+ light->coronasizescale = coronasizescale;
+ light->ambientscale = ambientscale;
+ light->diffusescale = diffusescale;
+ light->specularscale = specularscale;
+ light->flags = flags;
+ Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
+
+ R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
}
-void R_Shadow_FreeWorldLight(worldlight_t *light)
+void R_Shadow_FreeWorldLight(dlight_t *light)
{
- worldlight_t **lightpointer;
+ dlight_t **lightpointer;
+ R_RTLight_Uncompile(&light->rtlight);
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->meshchain_shadow)
- Mod_ShadowMesh_Free(light->meshchain_shadow);
- if (light->meshchain_light)
- Mod_ShadowMesh_Free(light->meshchain_light);
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;
}
-rtexture_t *lighttextures[5];
-
void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
{
float scale = r_editlights_cursorgrid.value * 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->meshchain_shadow)
+ 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);
}
{
int i;
cachepic_t *pic;
- worldlight_t *light;
+ dlight_t *light;
for (i = 0;i < 5;i++)
{
lighttextures[i] = pic->tex;
}
- for (light = r_shadow_worldlightchain;light;light = light->next)
- R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
+ for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
}
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)
void R_Shadow_LoadWorldLights(void)
{
- int n, a, style, shadow;
+ int n, a, style, shadow, flags;
char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
- float origin[3], radius, color[3];
- if (cl.worldmodel == NULL)
+ float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
+ if (r_refdef.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ 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, false);
+ 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++;
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);
- if (a < 9)
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
+ if (a < 18)
+ flags = LIGHTFLAG_REALTIMEMODE;
+ if (a < 17)
+ specularscale = 1;
+ if (a < 16)
+ diffusescale = 1;
+ if (a < 15)
+ ambientscale = 0;
+ if (a < 14)
+ coronasizescale = 0.25f;
+ if (a < 13)
+ VectorClear(angles);
+ if (a < 10)
+ corona = 0;
+ if (a < 9 || !strcmp(cubemapname, "\"\""))
cubemapname[0] = 0;
*s = '\n';
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] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
break;
}
VectorScale(color, r_editlights_rtlightscolorscale.value, color);
radius *= r_editlights_rtlightssizescale.value;
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
s++;
n++;
}
void R_Shadow_SaveWorldLights(void)
{
- worldlight_t *light;
+ dlight_t *light;
int bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
char line[1024];
if (!r_shadow_worldlightchain)
return;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%s%f %f %f %f %f %f %f %d %s\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 : "");
+ if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
+ sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
+ else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
+ sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
+ else
+ sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style);
if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
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_Printf("No map loaded.\n");
+ 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, false);
+ 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, (2.0f / (8388608.0f)), color);
- R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
s++;
n++;
}
}
}
+// tyrlite/hmap2 light types in the delay field
+typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
+
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
- int entnum, style, islight;
- char key[256], value[1024];
- float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
+ int entnum, style, islight, skin, pflags, effects, type, n;
+ char *entfiledata;
const char *data;
+ float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
+ char key[256], value[1024];
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
- Con_Printf("No map loaded.\n");
+ Con_Print("No map loaded.\n");
return;
}
- data = cl.worldmodel->brush.entities;
+ // try to load a .ent file first
+ FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
+ strlcat (key, ".ent", sizeof (key));
+ data = entfiledata = FS_LoadFile(key, tempmempool, true);
+ // and if that is not found, fall back to the bsp file entity string
+ if (!data)
+ data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
{
- light = 0;
+ type = LIGHTTYPE_MINUSX;
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;
+ light[0] = light[1] = light[2] = 1;light[3] = 300;
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)
{
// now that we have the key pair worked out...
if (!strcmp("light", key))
- light = atof(value);
+ {
+ n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
+ if (n == 1)
+ {
+ // quake
+ light[0] = vec[0] * (1.0f / 256.0f);
+ light[1] = vec[0] * (1.0f / 256.0f);
+ light[2] = vec[0] * (1.0f / 256.0f);
+ light[3] = vec[0];
+ }
+ else if (n == 4)
+ {
+ // halflife
+ light[0] = vec[0] * (1.0f / 255.0f);
+ light[1] = vec[1] * (1.0f / 255.0f);
+ light[2] = vec[2] * (1.0f / 255.0f);
+ light[3] = vec[3];
+ }
+ }
+ else if (!strcmp("delay", key))
+ type = atoi(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 (r_refdef.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 (!islight)
+ continue;
+ if (lightscale <= 0)
+ lightscale = 1;
+ if (fadescale <= 0)
+ fadescale = 1;
+ if (color[0] == color[1] && color[0] == color[2])
+ {
+ color[0] *= overridecolor[0];
+ color[1] *= overridecolor[1];
+ color[2] *= overridecolor[2];
+ }
+ radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
+ color[0] = color[0] * light[0];
+ color[1] = color[1] * light[1];
+ color[2] = color[2] * light[2];
+ switch (type)
+ {
+ case LIGHTTYPE_MINUSX:
+ break;
+ case LIGHTTYPE_RECIPX:
+ radius *= 2;
+ VectorScale(color, (1.0f / 16.0f), color);
+ break;
+ case LIGHTTYPE_RECIPXX:
+ radius *= 2;
+ VectorScale(color, (1.0f / 16.0f), color);
+ break;
+ default:
+ case LIGHTTYPE_NONE:
+ break;
+ case LIGHTTYPE_SUN:
+ break;
+ case LIGHTTYPE_MINUSXX:
+ break;
}
- if (light <= 0 && islight)
- light = 300;
- radius = min(light * r_editlights_quakelightsizescale.value / scale, 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);
+ if (radius >= 1)
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
}
+ if (entfiledata)
+ Mem_Free(entfiledata);
}
void R_Shadow_EditLights_Reload_f(void)
{
- r_shadow_reloadlights = true;
+ if (!r_refdef.worldmodel)
+ return;
+ strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
+ R_Shadow_ClearWorldLights();
+ R_Shadow_LoadWorldLights();
+ if (r_shadow_worldlightchain == NULL)
+ {
+ R_Shadow_LoadLightsFile();
+ if (r_shadow_worldlightchain == NULL)
+ R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+ }
}
void R_Shadow_EditLights_Save_f(void)
{
- if (cl.worldmodel)
- R_Shadow_SaveWorldLights();
+ if (!r_refdef.worldmodel)
+ return;
+ R_Shadow_SaveWorldLights();
}
void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
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() != 1)
{
- Con_Printf("r_editlights_spawn does not take parameters\n");
+ Con_Print("r_editlights_spawn does not take parameters\n");
return;
}
color[0] = color[1] = color[2] = 1;
- R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
}
void R_Shadow_EditLights_Edit_f(void)
{
- vec3_t origin, color;
- vec_t radius;
- int style, shadows;
+ vec3_t origin, angles, color;
+ vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
+ int style, shadows, flags, normalmode, realtimemode;
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;
}
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->shadow;
+ corona = r_shadow_selectedlight->corona;
+ coronasizescale = r_shadow_selectedlight->coronasizescale;
+ ambientscale = r_shadow_selectedlight->ambientscale;
+ diffusescale = r_shadow_selectedlight->diffusescale;
+ specularscale = r_shadow_selectedlight->specularscale;
+ flags = r_shadow_selectedlight->flags;
+ normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
+ realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
if (!strcmp(Cmd_Argv(1), "origin"))
{
if (Cmd_Argc() != 5)
{
- 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));
}
+ 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(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));
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+ else if (!strcmp(Cmd_Argv(1), "style"))
{
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));
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+ else if (!strcmp(Cmd_Argv(1), "cubemap"))
{
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)
else
cubemapname[0] = 0;
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+ else if (!strcmp(Cmd_Argv(1), "shadows"))
{
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 if (!strcmp(Cmd_Argv(1), "coronasize"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ coronasizescale = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "ambient"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ ambientscale = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "diffuse"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ diffusescale = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "specular"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ specularscale = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "normalmode"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "realtimemode"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+ }
else
{
- Con_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("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
- Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
+ Con_Print("usage: r_editlights_edit [property] [value]\n");
+ Con_Print("Selected light's properties:\n");
+ Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+ Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+ Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+ Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
+ Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
+ Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
+ Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
+ Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
+ Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
+ Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
+ Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
+ Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
+ Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
+ Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
return;
}
- R_Shadow_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+ flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
+ R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
+}
+
+void R_Shadow_EditLights_EditAll_f(void)
+{
+ dlight_t *light;
+
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ {
+ R_Shadow_SelectLight(light);
+ R_Shadow_EditLights_Edit_f();
+ }
}
-extern int con_vislines;
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
{
+ int lightnumber, lightcount;
+ dlight_t *light;
float x, y;
char temp[256];
- if (r_shadow_selectedlight == NULL)
+ if (!r_editlights.integer)
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, "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, "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;
-}
+ lightnumber = -1;
+ lightcount = 0;
+ for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
+ if (light == r_shadow_selectedlight)
+ lightnumber = lightcount;
+ sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ if (r_shadow_selectedlight == NULL)
+ return;
+ sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+}
void R_Shadow_EditLights_ToggleShadow_f(void)
{
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;
}
- 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_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
+ R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
+}
+
+void R_Shadow_EditLights_ToggleCorona_f(void)
+{
+ 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_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
}
void R_Shadow_EditLights_Remove_f(void)
{
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_FreeWorldLight(r_shadow_selectedlight);
void R_Shadow_EditLights_Help_f(void)
{
- Con_Printf(
+ Con_Print(
"Documentation on r_editlights system:\n"
"Settings:\n"
"r_editlights : enable/disable editing mode\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"
+"coronasize n : set corona size (0-1)\n"
+"ambient n : set ambient intensity (0-1)\n"
+"diffuse n : set diffuse intensity (0-1)\n"
+"specular n : set specular intensity (0-1)\n"
+"normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
+"realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
"<nothing> : print light properties to console\n"
);
}
+void R_Shadow_EditLights_CopyInfo_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Print("No selected light.\n");
+ return;
+ }
+ VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
+ VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
+ r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
+ r_shadow_bufferlight.style = r_shadow_selectedlight->style;
+ if (r_shadow_selectedlight->cubemapname)
+ strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
+ else
+ r_shadow_bufferlight.cubemapname[0] = 0;
+ r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
+ r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
+ r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
+ r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
+ r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
+ r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
+ r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
+}
+
+void R_Shadow_EditLights_PasteInfo_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Print("Cannot paste light info 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_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
+}
+
void R_Shadow_EditLights_Init(void)
{
Cvar_RegisterVariable(&r_editlights);
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_editall", R_Shadow_EditLights_EditAll_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);
+ Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
+ Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
}
+