if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
- renderstats.lights_dynamicshadowtriangles += tris;
+ r_refdef.stats.lights_dynamicshadowtriangles += tris;
R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
}
Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
return;
}
- renderstats.lights_shadowtriangles += numtriangles;
+ r_refdef.stats.lights_shadowtriangles += numtriangles;
CHECKGLERROR
R_Mesh_VertexPointer(vertex3f);
GL_LockArrays(0, numvertices);
}
}
r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
- if (r_shadow_texture3d.integer)
+ if (r_shadow_texture3d.integer && gl_texture3d)
{
for (z = 0;z < ATTEN3DSIZE;z++)
{
GL_Color(0, 0, 0, 1);
qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
qglEnable(GL_CULL_FACE);CHECKGLERROR
- GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
- qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);CHECKGLERROR
+ qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
qglDepthFunc(GL_LESS);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
}
GL_Clear(GL_STENCIL_BUFFER_BIT);
- renderstats.lights_clears++;
+ r_refdef.stats.lights_clears++;
}
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+ qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
//qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
GL_Color(1, 1, 1, 1);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
if (transparent)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
//R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
CHECKGLERROR
}
}
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(!r_showdisabledepthtest.integer);
- qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
- GL_Color(0.0, 0.0125, 0.1, 1);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
qglDepthFunc(GL_GEQUAL);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
qglDisable(GL_CULL_FACE);CHECKGLERROR
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(!r_showdisabledepthtest.integer);
- qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
- GL_Color(0.1, 0.0125, 0, 1);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
if (transparent)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
- qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+ qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
//qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
GL_Color(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);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
qglEnable(GL_CULL_FACE);CHECKGLERROR
float vertex3f[256*3];
// if view is inside the light box, just say yes it's visible
- if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
+ if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
{
- GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
return false;
}
// create a temporary brush describing the area the light can affect in worldspace
- VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
- VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
- VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
- VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
- VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
+ VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
+ VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
+ VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
+ VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
+ VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
// if that mesh is not empty, check what area of the screen it covers
x1 = y1 = x2 = y2 = 0;
v[3] = 1.0f;
+ //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
for (i = 0;i < mesh.numvertices;i++)
{
VectorCopy(mesh.vertex3f + i * 3, v);
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
// clamp it to the screen
- if (ix1 < r_view_x) ix1 = r_view_x;
- if (iy1 < r_view_y) iy1 = r_view_y;
- if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
- if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
+ if (ix1 < r_view.x) ix1 = r_view.x;
+ if (iy1 < r_view.y) iy1 = r_view.y;
+ if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
+ if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
// if it is inside out, it's not visible
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// the light area is visible, set up the scissor rectangle
- GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
+ GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
//qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
//qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
- renderstats.lights_scissored++;
+ r_refdef.stats.lights_scissored++;
return false;
}
color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
- if (fogenabled)
+ if (r_refdef.fogenabled)
{
float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
VectorScale(color4f, f, color4f);
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
}
- if (fogenabled)
+ if (r_refdef.fogenabled)
{
float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
VectorScale(color4f, f, color4f);
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
}
- if (fogenabled)
+ if (r_refdef.fogenabled)
{
float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
VectorScale(color4f, f, color4f);
static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
{
// used to display how many times a surface is lit for level design purposes
- GL_Color(0.1, 0.025, 0, 1);
+ GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
R_Mesh_ColorPointer(NULL);
R_Mesh_ResetTextureState();
RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
{
// shared final code for all the dot3 layers
int renders;
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
{
GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
R_Mesh_ColorPointer(NULL);
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
if (dopants)
{
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
}
if (doshirt)
{
if (doambient)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
if (dodiffuse)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
}
if (dospecular)
- R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale);
+ R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
}
void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
rmeshstate_t m;
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
- VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
- VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
- VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
- VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
+ VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
+ VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
+ VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
+ VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
+ VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
+ VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
R_Mesh_ColorPointer(rsurface_array_color4f);
memset(&m, 0, sizeof(m));
void R_RTLight_Update(dlight_t *light, int isstatic)
{
- int j, k;
- float scale;
+ double scale;
rtlight_t *rtlight = &light->rtlight;
R_RTLight_Uncompile(rtlight);
memset(rtlight, 0, sizeof(*rtlight));
rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
rtlight->cubemapname[0] = 0;
if (light->cubemapname[0])
- strcpy(rtlight->cubemapname, light->cubemapname);
+ strlcpy(rtlight->cubemapname, light->cubemapname, sizeof(rtlight->cubemapname));
else if (light->cubemapnum > 0)
sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
rtlight->shadow = light->shadow;
rtlight->specularscale = light->specularscale;
rtlight->flags = light->flags;
Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
- // ConcatScale won't work here because this needs to scale rotate and
- // translate, not just rotate
- scale = 1.0f / rtlight->radius;
- for (k = 0;k < 3;k++)
- for (j = 0;j < 4;j++)
- rtlight->matrix_worldtolight.m[k][j] *= scale;
+ // this has to scale both rotate and translate because this is an already
+ // inverted matrix (it transforms from world to light space, not the other
+ // way around)
+ scale = 1.0 / rtlight->radius;
+ Matrix4x4_Scale(&rtlight->matrix_worldtolight, scale, scale);
}
// compiles rtlight geometry
CHECKGLERROR
for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
{
- renderstats.lights_shadowtriangles += mesh->numtriangles;
+ r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
R_Mesh_VertexPointer(mesh->vertex3f);
GL_LockArrays(0, mesh->numverts);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
{
// set up properties for rendering light onto this entity
- RSurf_ActiveEntity(ent);
+ RSurf_ActiveEntity(ent, true, true);
Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
if (numleafs)
{
for (i = 0;i < numleafs;i++)
- if (r_worldleafvisible[leaflist[i]])
+ if (r_viewcache.world_leafvisible[leaflist[i]])
break;
if (i == numleafs)
return;
&& (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
{
// about the VectorDistance2 - light emitting entities should not cast their own shadow
- if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
shadowentities[numshadowentities++] = ent;
- if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight)
+ if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight)
lightentities[numlightentities++] = ent;
}
}
// make this the active rtlight for rendering purposes
R_Shadow_RenderMode_ActiveLight(rtlight);
// count this light in the r_speeds
- renderstats.lights++;
+ r_refdef.stats.lights++;
usestencil = false;
- if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+ if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
{
// draw stencil shadow volumes to mask off pixels that are in shadow
// so that they won't receive lighting
R_Shadow_RenderMode_Begin();
- flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
if (r_shadow_debuglight.integer >= 0)
{
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 (light->flags & flag)
R_DrawRTLight(&light->rtlight, visible);
- if (r_rtdlight)
+ if (r_refdef.rtdlight)
for (lnum = 0;lnum < r_refdef.numlights;lnum++)
R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
if (i >= MAX_CUBEMAPS)
return r_texture_whitecube;
numcubemaps++;
- strcpy(cubemaps[i].basename, basename);
+ strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
if (!cubemaps[i].texture)
cubemaps[i].texture = r_texture_whitecube;
{
// this is never batched (there can be only one)
float scale = r_editlights_cursorgrid.value * 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
if (!light->shadow)
intensity *= 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
void R_Shadow_DrawLightSprites(void)
bestrating = 0;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- VectorSubtract(light->origin, r_vieworigin, temp);
- rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
+ VectorSubtract(light->origin, r_view.origin, temp);
+ rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
+ if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
{
bestrating = rating;
best = light;
// remove quotes on cubemapname
if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
{
- cubemapname[strlen(cubemapname)-1] = 0;
- strcpy(cubemapname, cubemapname + 1);
+ size_t namelen;
+ namelen = strlen(cubemapname) - 2;
+ memmove(cubemapname, cubemapname + 1, namelen);
+ cubemapname[namelen] = '\0';
}
if (a < 8)
{
data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
- for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
+ for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
{
type = LIGHTTYPE_MINUSX;
origin[0] = origin[1] = origin[2] = 0;
islight = false;
while (1)
{
- if (!COM_ParseToken(&data, false))
+ if (!COM_ParseTokenConsole(&data))
break; // error
if (com_token[0] == '}')
break; // end of entity
if (com_token[0] == '_')
- strcpy(key, com_token + 1);
+ strlcpy(key, com_token + 1, sizeof(key));
else
- strcpy(key, com_token);
+ strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseToken(&data, false))
+ if (!COM_ParseTokenConsole(&data))
break; // error
- strcpy(value, com_token);
+ strlcpy(value, com_token, sizeof(value));
// now that we have the key pair worked out...
if (!strcmp("light", key))
vec_t dist, push;
vec3_t dest, endpos;
trace_t trace;
- VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
- trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
+ VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
+ trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
if (trace.fraction < 1)
{
dist = trace.fraction * r_editlights_cursordistance.value;
if (push > dist)
push = dist;
push = -push;
- VectorMA(trace.endpos, push, r_viewforward, endpos);
+ VectorMA(trace.endpos, push, r_view.forward, endpos);
VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
}
else
return;
}
if (Cmd_Argc() == 3)
- strcpy(cubemapname, Cmd_Argv(2));
+ strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
else
cubemapname[0] = 0;
}
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);
+ strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
else
r_shadow_bufferlight.cubemapname[0] = 0;
r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;