#define SHADOWSTAGE_STENCILTWOSIDE 3
int r_shadowstage = SHADOWSTAGE_NONE;
-int r_shadow_reloadlights = false;
mempool_t *r_shadow_mempool;
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_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
+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_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_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_worldshadows = {0, "r_shadow_worldshadows", "1"};
-cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "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;
+
+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];
-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;
+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");
+ numcubemaps = 0;
+ r_shadow_normalcubetexture = NULL;
+ r_shadow_attenuation2dtexture = NULL;
+ r_shadow_attenuation3dtexture = NULL;
+ r_shadow_blankbumptexture = NULL;
+ r_shadow_blankglosstexture = NULL;
+ r_shadow_blankwhitetexture = NULL;
+ r_shadow_texturepool = NULL;
+ r_shadow_filters_texturepool = NULL;
+ R_Shadow_ValidateCvars();
+ R_Shadow_MakeTextures();
maxshadowelements = 0;
shadowelements = NULL;
maxvertexupdate = 0;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
- r_shadow_normalcubetexture = NULL;
- r_shadow_attenuation2dtexture = NULL;
- r_shadow_attenuation3dtexture = NULL;
- r_shadow_blankbumptexture = NULL;
- r_shadow_blankglosstexture = NULL;
- r_shadow_blankwhitetexture = NULL;
- r_shadow_texturepool = NULL;
- r_shadow_filters_texturepool = NULL;
- R_Shadow_ClearWorldLights();
- r_shadow_reloadlights = true;
+ 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_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;
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;
- Mem_FreePool(&r_shadow_mempool);
}
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_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
-"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
-"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
-"r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_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_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_portallight : use portal visibility for static light precomputation\n"
"r_shadow_projectdistance : shadow volume projection distance\n"
-"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_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_worldshadows : enable world shadows\n"
-"r_shadow_dlightshadows : enable dlight 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_portallight);
+ Cvar_RegisterVariable(&r_shadow_projectdistance);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+ Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_world);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
- Cvar_RegisterVariable(&r_shadow_realtime_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_realtime_world_shadows);
Cvar_RegisterVariable(&r_shadow_scissor);
- Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
- Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
- Cvar_RegisterVariable(&r_shadow_polygonfactor);
- Cvar_RegisterVariable(&r_shadow_polygonoffset);
- Cvar_RegisterVariable(&r_shadow_portallight);
- Cvar_RegisterVariable(&r_shadow_projectdistance);
- Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
+ Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
- Cvar_RegisterVariable(&r_shadow_worldshadows);
- Cvar_RegisterVariable(&r_shadow_dlightshadows);
Cvar_RegisterVariable(&r_shadow_staticworldlights);
- Cvar_RegisterVariable(&r_shadow_cull);
+ Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
{
}
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);
}
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;
- const int *e, *n;
float f, temp[3];
+ const int *e, *n;
+ const float *v;
if (maxvertexupdate < innumvertices)
{
memset(vertexremap, 0, maxvertexupdate * sizeof(int));
}
+ for (i = 0;i < numshadowmarktris;i++)
+ shadowmark[shadowmarktris[i]] = shadowmarkcount;
+
for (i = 0;i < numshadowmarktris;i++)
{
t = shadowmarktris[i];
- shadowmark[t] = shadowmarkcount;
e = inelement3i + t * 3;
// make sure the vertices are created
for (j = 0;j < 3;j++)
{
vertexupdate[e[j]] = vertexupdatenum;
vertexremap[e[j]] = outvertices;
- VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
+ 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(invertex3f + e[j] * 3, outvertex3f);
+ VectorCopy(v, outvertex3f);
VectorMA(projectorigin, f, temp, (outvertex3f + 3));
outvertex3f += 6;
outvertices += 2;
}
}
+ }
+
+ 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[5] = vertexremap[e[0]] + 1;
outelement3i += 6;
tris += 2;
- }
-
- for (i = 0;i < numshadowmarktris;i++)
- {
- t = shadowmarktris[i];
- e = inelement3i + t * 3;
- n = inneighbor3i + t * 3;
// output the sides (facing outward from this triangle)
if (shadowmark[n[0]] != shadowmarkcount)
{
return tris;
}
-float varray_vertex3f2[65536*3];
-
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
{
int tris, outverts;
R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
}
-void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs)
+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 i;
+ int t, tend;
+ const int *e;
const float *v[3];
-
- // check which triangles are facing the , and then output
- // triangle elements and vertices... by clever use of elements we
- // can construct the whole shadow from the unprojected vertices and
- // the projected vertices
-
- // identify lit faces within the bounding box
- R_Shadow_PrepareShadowMark(numtris);
- for (i = 0;i < numtris;i++)
+ 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])
{
- v[0] = invertex3f + elements[i*3+0] * 3;
- v[1] = invertex3f + elements[i*3+1] * 3;
- v[2] = invertex3f + elements[i*3+2] * 3;
- if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- shadowmarklist[numshadowmark++] = i;
+ // 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;
+ }
}
- R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
-}
-
-void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius)
-{
- vec3_t mins, maxs;
- mins[0] = projectorigin[0] - radius;
- mins[1] = projectorigin[1] - radius;
- mins[2] = projectorigin[2] - radius;
- maxs[0] = projectorigin[0] + radius;
- maxs[1] = projectorigin[1] + radius;
- maxs[2] = projectorigin[2] + radius;
- R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs);
}
void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
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_Stage_Begin(void)
+void R_Shadow_ValidateCvars(void)
{
- rmeshstate_t m;
-
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;
+
+ R_Shadow_ValidateCvars();
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
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)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
- qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
- //if (r_shadow_polygonoffset.value != 0)
+ qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+ //if (r_shadow_shadow_polygonoffset.value != 0)
//{
- // qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+ // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
// qglEnable(GL_POLYGON_OFFSET_FILL);
//}
//else
// 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));
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- GL_ColorMask(1, 1, 1, 1);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_CULL_FACE);
- qglDisable(GL_STENCIL_TEST);
- if (gl_support_stenciltwoside)
- qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- qglStencilFunc(GL_EQUAL, 128, ~0);
- r_shadowstage = SHADOWSTAGE_LIGHT;
- c_rt_lights++;
-}
-
-void R_Shadow_Stage_LightWithShadows(void)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- qglPolygonOffset(0, 0);
- //qglDisable(GL_POLYGON_OFFSET_FILL);
- GL_Color(1, 1, 1, 1);
- GL_ColorMask(1, 1, 1, 1);
- qglDepthFunc(GL_EQUAL);
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglEnable(GL_STENCIL_TEST);
+ if (shadowtest)
+ qglEnable(GL_STENCIL_TEST);
+ else
+ qglDisable(GL_STENCIL_TEST);
if (gl_support_stenciltwoside)
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglStencilMask(~0);
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- GL_ColorMask(1, 1, 1, 1);
+ 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
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))
{
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
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)
{
- do
+ float *color4f = varray_color4f;
+ float dot, intensity, v[3], n[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
- tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
- tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
- vertex3f += 3;
- tc3f += 3;
+ 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;
+ }
}
- while (--numverts);
}
-void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
{
- do
+ float *color4f = varray_color4f;
+ float dist, intensity, v[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
- tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
- tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
- vertex3f += 3;
- tc2f += 2;
+ 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;
+ }
}
- while (--numverts);
}
-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_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
{
- int i;
- float lightdir[3];
- for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+ float *color4f = varray_color4f;
+ float dist, intensity, v[3];
+ for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
- VectorSubtract(vertex3f, relativelightorigin, lightdir);
- // the cubemap normalizes this for us
- out3f[0] = DotProduct(svector3f, lightdir);
- out3f[1] = DotProduct(tvector3f, lightdir);
- out3f[2] = DotProduct(normal3f, lightdir);
- }
+ 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
+ {
+ tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
+ vertex3f += 3;
+ tc3f += 3;
+ }
+ while (--numverts);
+}
+
+static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+ do
+ {
+ tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+ tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+ vertex3f += 3;
+ tc2f += 2;
+ }
+ while (--numverts);
}
+#endif
-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_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];
+ for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+ {
+ VectorSubtract(vertex3f, relativelightorigin, lightdir);
+ // the cubemap normalizes this for us
+ out3f[0] = DotProduct(svector3f, lightdir);
+ out3f[1] = DotProduct(tvector3f, lightdir);
+ out3f[2] = DotProduct(normal3f, lightdir);
+ }
+}
+
+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_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting)
+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], colorscale;
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 (lighting & LIGHTING_DIFFUSE)
+ if (ambientscale)
+ {
+ 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)
+ {
+ // 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
+ }
+ }
+ // 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);
+ 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);
+ }
+ if (diffusescale)
{
GL_Color(1,1,1,1);
- // colorscale accounts for how much we multiply the brightness during combine
+ 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
+ // performed to get more brightness than otherwise possible.
+ //
+ // Limit mult to 64 for sanity sake.
if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
- m.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];
+ 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);
- 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);
GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
GL_LockArrays(0, 0);
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
+#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_LockArrays(0, numverts);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[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);
- 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)
{
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = varray_texcoord3f[0];
+#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);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
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];
+ 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);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
GL_LockArrays(0, 0);
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
+#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_LockArrays(0, numverts);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[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);
- 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)
{
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
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];
+ 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);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
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(&m);
- GL_LockArrays(0, numverts);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ 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);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[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);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- GL_LockArrays(0, 0);
+#endif
}
else if (r_textureunits.integer >= 4)
{
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
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);
- m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
+#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);
- 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);
GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
GL_LockArrays(0, 0);
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
+#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_LockArrays(0, numverts);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[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);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- GL_LockArrays(0, 0);
}
else
{
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.tex[1] = 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);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
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];
+ 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);
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
GL_LockArrays(0, 0);
if (lightcubemap)
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
+#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_LockArrays(0, numverts);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[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);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
- GL_LockArrays(0, 0);
}
- }
- if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
- {
- colorscale = r_shadow_glossintensity.value;
- if (glosstexture == r_shadow_blankglosstexture)
- colorscale *= r_shadow_gloss2intensity.value;
- GL_Color(1,1,1,1);
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ // 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);
+ 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]--)
{
- // 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.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(&m);
- GL_ColorMask(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);
- GL_LockArrays(0, numverts);
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
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);
- m.pointer_texcoord[0] = varray_texcoord3f[0];
- R_Mesh_State(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- 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);
- if (lightcubemap)
- {
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
- }
- m.pointer_texcoord[0] = texcoord2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- GL_ColorMask(1,1,1,0);
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- VectorScale(lightcolor, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ }
+ GL_LockArrays(0, 0);
+ }
+ if (specularscale && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+ {
+ // FIXME: detect blendsquare!
+ //if (gl_support_blendsquare)
+ {
+ colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value * 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!
{
- 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);
+ // 2/0/0/1/2 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
+ }
}
- GL_LockArrays(0, 0);
- }
- 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.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(&m);
- GL_ColorMask(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);
- 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.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- GL_ColorMask(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);
- 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 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
- 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);
+ // 2/0/0/2 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;
- }
- GL_LockArrays(0, 0);
- }
- else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
- {
- // 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.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(&m);
- GL_ColorMask(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);
- 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);
- 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(&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);
- 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);
- if (lightcubemap)
+
+ 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
{
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+ // 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
+ }
}
- m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- GL_ColorMask(1,1,1,0);
+ 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]--)
{
- 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;
}
else
{
- if (lighting & LIGHTING_DIFFUSE)
+ if (ambientscale)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value * ambientscale, color2);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ 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);
+#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);
+ 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;
+ }
+ }
+ if (diffusescale)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value * diffusescale, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
m.pointer_color = varray_color4f;
{
// 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);
- 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);
- if (r_textureunits.integer >= 2)
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+ 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_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+ 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;
}
- GL_LockArrays(0, 0);
}
}
}
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
rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
- VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
+ VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
}
-rtlight_t *r_shadow_compilingrtlight;
-
// compiles rtlight geometry
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
// 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->numsurfaces);
+ 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)
{
if (model->DrawLight)
{
rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, numsurfaces, r_shadow_buffer_surfacelist);
+ 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
}
}
-int shadowframecount = 0;
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+void R_Shadow_UncompileWorldLights(void)
+{
+ dlight_t *light;
+ for (light = r_shadow_worldlightchain;light;light = light->next)
+ R_RTLight_Uncompile(&light->rtlight);
+}
void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
{
int i, shadow;
entity_render_t *ent;
float f;
- vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+ vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
rtexture_t *cubemaptexture;
matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
int numclusters, numsurfaces;
shadowmesh_t *mesh;
rmeshstate_t m;
- if (d_lightstylevalue[rtlight->style] <= 0)
- return;
+ // 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 (R_CullBox(cullmins, cullmaxs))
+ if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
return;
- if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
- R_RTLight_Compile(rtlight);
numclusters = 0;
clusterlist = NULL;
clusterpvs = NULL;
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 (cl.worldmodel && cl.worldmodel->GetLightInfo)
+ else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
{
- R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
- R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->numsurfaces);
- cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+ // 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)
{
for (i = 0;i < numclusters;i++)
if (i == numclusters)
return;
}
- if (R_CullBox(cullmins, cullmaxs))
- return;
+ // set up a scissor rectangle for this light
if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
return;
- f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
+ f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f);
VectorScale(rtlight->color, f, lightcolor);
/*
if (rtlight->selected)
}
*/
- if (rtlight->cubemapname[0])
- cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
- else
- cubemaptexture = NULL;
+ shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
- shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
if (shadow && (gl_stencil || visiblevolumes))
{
if (!visiblevolumes)
GL_LockArrays(0, 0);
}
}
- else
+ else if (numsurfaces)
{
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
{
if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
continue;
- if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs))
+ if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs))
continue;
}
if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
continue;
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
- ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->numsurfaces, ent->model->surfacelist);
+ // light emitting entities should not cast their own shadow
+ if (VectorLength2(relativelightorigin) < 0.1)
+ continue;
+ ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
}
}
}
if (!visiblevolumes)
{
- if (shadow && gl_stencil)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
+ R_Shadow_Stage_Light(shadow && gl_stencil);
ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
+ if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
{
+ lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+ lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+ lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
{
R_Mesh_Matrix(&ent->matrix);
for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+ R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
}
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
}
if (r_drawentities.integer)
{
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
+ // 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)
{
+ 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, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->numsurfaces, ent->model->surfacelist);
+ 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);
}
}
}
void R_ShadowVolumeLighting(int visiblevolumes)
{
- int lnum;
+ 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));
}
else
R_Shadow_Stage_Begin();
- shadowframecount++;
- if (r_shadow_realtime_world.integer)
+ flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ if (r_shadow_debuglight.integer >= 0)
{
- R_Shadow_LoadWorldLightsIfNeeded();
- if (r_shadow_debuglight.integer >= 0)
- {
- for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
- if (lnum == r_shadow_debuglight.integer)
- R_DrawRTLight(&light->rtlight, visiblevolumes);
- }
- else
- for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+ 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);
}
- if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+ 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);
R_Shadow_Stage_End();
}
-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"};
-dlight_t *r_shadow_worldlightchain;
-dlight_t *r_shadow_selectedlight;
-vec3_t r_editlights_cursorlocation;
-
-typedef struct cubemapinfo_s
-{
- char basename[64];
- rtexture_t *texture;
-}
-cubemapinfo_t;
-
-#define MAX_CUBEMAPS 128
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
typedef struct suffixinfo_s
{
char *suffix;
- int flipx, flipy, flipdiagonal;
+ 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},
{"negz", false, false, false}
},
{
- {"px", false, false, false},
- {"nx", false, false, false},
- {"py", false, false, false},
- {"ny", false, false, false},
- {"pz", false, false, false},
- {"nz", false, false, false}
- },
- {
- {"ft", true, false, true},
- {"bk", false, true, true},
- {"lf", true, true, false},
- {"rt", false, false, false},
- {"up", false, false, false},
- {"dn", false, false, false}
+ {"rt", true, false, true},
+ {"lf", false, true, true},
+ {"ft", true, true, false},
+ {"bk", false, false, false},
+ {"up", true, false, true},
+ {"dn", true, false, true}
}
};
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++)
{
+ // 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)))
{
+ // 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 sizes are black
+ // note this clears to black, so unavailable sides are black
cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
}
+ // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
if (cubemappixels)
Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
}
else
Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+ // free the image
Mem_Free(image_rgba);
}
}
}
+ // if a cubemap loaded, upload it
if (cubemappixels)
{
if (!r_shadow_filters_texturepool)
R_FreeTexturePool(&r_shadow_filters_texturepool);
}
-void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+dlight_t *R_Shadow_NewWorldLight(void)
{
dlight_t *light;
-
- if (radius < 15 || DotProduct(color, color) < 0.03)
- {
- Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
- return;
- }
-
light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+ light->next = r_shadow_worldlightchain;
+ r_shadow_worldlightchain = light;
+ return light;
+}
+
+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);
- VectorCopy(angles, light->angles);
- VectorCopy(color, light->color);
- light->radius = radius;
+ 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)
{
}
light->shadow = shadowenable;
light->corona = corona;
- if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
- strcpy(light->cubemapname, cubemapname);
+ 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);
- light->next = r_shadow_worldlightchain;
- r_shadow_worldlightchain = light;
R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
- if (r_shadow_staticworldlights.integer)
- R_RTLight_Compile(&light->rtlight);
}
void R_Shadow_FreeWorldLight(dlight_t *light)
{
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;
- R_RTLight_Uncompile(&light->rtlight);
Mem_Free(light);
}
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;
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_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], angles[3], corona;
- if (cl.worldmodel == NULL)
+ float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
- lightsstring = FS_LoadFile(name, false);
+ lightsstring = FS_LoadFile(name, tempmempool, false);
if (lightsstring)
{
s = lightsstring;
shadow = false;
t++;
}
- a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+ 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)
*s = '\n';
if (a < 8)
{
- Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1);
+ 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, angles, color, radius, corona, style, shadow, cubemapname);
+ R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
s++;
n++;
}
char line[1024];
if (!r_shadow_worldlightchain)
return;
- if (cl.worldmodel == NULL)
+ if (r_refdef.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
- FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
+ if (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_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, vec3_origin, color, radius, 0, style, true, NULL);
+ 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, skin, pflags, effects;
- char key[256], value[1024];
- float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, 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_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;
fadescale = 1;
lightscale = 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))
}
else if (!strcmp("style", key))
style = atoi(value);
- else if (cl.worldmodel->type == mod_brushq3)
+ else if (r_refdef.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
lightscale = atof(value);
else if (!strcmp("effects", key))
effects = (int)atof(value);
}
- if (light <= 0 && islight)
- light = 300;
+ if (!islight)
+ continue;
if (lightscale <= 0)
lightscale = 1;
if (fadescale <= 0)
fadescale = 1;
- if (gamemode == GAME_TENEBRAE)
+ if (color[0] == color[1] && color[0] == color[2])
{
- if (effects & EF_NODRAW)
- {
- pflags |= PFLAGS_FULLDYNAMIC;
- effects &= ~EF_NODRAW;
- }
+ 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;
}
- radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
- light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
- if (color[0] == 1 && color[1] == 1 && color[2] == 1)
- VectorCopy(overridecolor, color);
- VectorScale(color, light, color);
VectorAdd(origin, originhack, origin);
- if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
- R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+ 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)
return;
}
color[0] = color[1] = color[2] = 1;
- R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
+ 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, angles, color;
- vec_t radius, corona;
- int style, shadows;
+ vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
+ int style, shadows, flags, normalmode, realtimemode;
char cubemapname[1024];
if (!r_editlights.integer)
{
cubemapname[0] = 0;
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)
}
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_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("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, angles, color, radius, corona, style, shadows, cubemapname);
+ 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, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-}
+ 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)
{
Con_Print("No selected light.\n");
return;
}
- R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
- R_Shadow_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
+ 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)
Con_Print("No selected light.\n");
return;
}
- R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
- R_Shadow_FreeWorldLight(r_shadow_selectedlight);
- r_shadow_selectedlight = NULL;
+ 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)
"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);
}