int maxshadowelements;
int *shadowelements;
-int maxtrianglefacinglight;
-qbyte *trianglefacinglight;
-int *trianglefacinglightlist;
+
+int maxshadowmark;
+int numshadowmark;
+int *shadowmark;
+int *shadowmarklist;
+int shadowmarkcount;
int maxvertexupdate;
int *vertexupdate;
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_showtris = {0, "r_shadow_showtris", "0"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
int c_rt_lights, c_rt_clears, c_rt_scissored;
int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
vertexupdate = NULL;
vertexremap = NULL;
vertexupdatenum = 0;
- maxtrianglefacinglight = 0;
- trianglefacinglight = NULL;
- trianglefacinglightlist = NULL;
+ maxshadowmark = 0;
+ numshadowmark = 0;
+ shadowmark = NULL;
+ shadowmarklist = NULL;
+ shadowmarkcount = 0;
r_shadow_normalcubetexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
vertexupdate = NULL;
vertexremap = NULL;
vertexupdatenum = 0;
- maxtrianglefacinglight = 0;
- trianglefacinglight = NULL;
- trianglefacinglightlist = NULL;
+ maxshadowmark = 0;
+ numshadowmark = 0;
+ shadowmark = NULL;
+ shadowmarklist = NULL;
+ shadowmarkcount = 0;
Mem_FreePool(&r_shadow_mempool);
}
Cvar_RegisterVariable(&r_shadow_worldshadows);
Cvar_RegisterVariable(&r_shadow_dlightshadows);
Cvar_RegisterVariable(&r_shadow_showtris);
+ Cvar_RegisterVariable(&r_shadow_staticworldlights);
+ Cvar_RegisterVariable(&r_shadow_cull);
if (gamemode == GAME_TENEBRAE)
{
Cvar_SetValue("r_shadow_gloss", 2);
}
};
-void R_Shadow_ResizeTriangleFacingLight(int numtris)
-{
- // make sure trianglefacinglight is big enough for this volume
- // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
- // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
- if (maxtrianglefacinglight < numtris)
- {
- maxtrianglefacinglight = numtris;
- if (trianglefacinglight)
- Mem_Free(trianglefacinglight);
- if (trianglefacinglightlist)
- Mem_Free(trianglefacinglightlist);
- trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
- trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
- }
-}
-
int *R_Shadow_ResizeShadowElements(int numtris)
{
// make sure shadowelements is big enough for this volume
return shadowelements;
}
-/*
-// readable version of some code found below
-//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
-{
- float dir0[3], dir1[3], normal[3];
-
- // calculate two mostly perpendicular edge directions
- VectorSubtract(a, b, dir0);
- VectorSubtract(c, b, dir1);
-
- // we have two edge directions, we can calculate a third vector from
- // them, which is the direction of the surface normal (it's magnitude
- // is not 1 however)
- CrossProduct(dir0, dir1, normal);
-
- // compare distance of light along normal, with distance of any point
- // of the triangle along the same normal (the triangle is planar,
- // I.E. flat, so all points give the same answer)
- return DotProduct(p, normal) > DotProduct(a, normal);
-}
-int checkcastshadowfromedge(int t, int i)
+void R_Shadow_PrepareShadowMark(int numtris)
{
- int *te;
- float *v[3];
- if (t >= trianglerange_start && t < trianglerange_end)
+ // make sure shadowmark is big enough for this volume
+ if (maxshadowmark < numtris)
{
- if (t < i && !trianglefacinglight[t])
- return true;
- else
- return false;
+ maxshadowmark = numtris;
+ if (shadowmark)
+ Mem_Free(shadowmark);
+ if (shadowmarklist)
+ Mem_Free(shadowmarklist);
+ shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+ shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+ shadowmarkcount = 0;
}
- else
+ shadowmarkcount++;
+ // if shadowmarkcount wrapped we clear the array and adjust accordingly
+ if (shadowmarkcount == 0)
{
- if (t < 0)
- return true;
- else
- {
- te = inelement3i + t * 3;
- v[0] = invertex3f + te[0] * 3;
- v[1] = invertex3f + te[1] * 3;
- v[2] = invertex3f + te[2] * 3;
- if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- return true;
- else
- return false;
- }
+ shadowmarkcount = 1;
+ memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
}
+ numshadowmark = 0;
}
-*/
-int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+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, numfacing = 0, vr[3], t, outvertices = 0;
- const float *v[3];
- const int *e, *n, *te;
+ int i, j, tris = 0, vr[3], t, outvertices = 0;
+ const int *e, *n;
float f, temp[3];
- // make sure trianglefacinglight is big enough for this volume
- if (maxtrianglefacinglight < trianglerange_end)
- R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
-
if (maxvertexupdate < innumvertices)
{
maxvertexupdate = innumvertices;
Mem_Free(vertexremap);
vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexupdatenum = 0;
}
vertexupdatenum++;
-
- if (r_shadow_singlepassvolumegeneration.integer)
+ if (vertexupdatenum == 0)
{
- // one pass approach (identify lit/dark faces and generate sides while doing so)
- for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
- {
- // calculate triangle facing flag
- v[0] = invertex3f + e[0] * 3;
- v[1] = invertex3f + e[1] * 3;
- v[2] = invertex3f + e[2] * 3;
- if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
- {
- // make sure the vertices are created
- for (j = 0;j < 3;j++)
- {
- if (vertexupdate[e[j]] != vertexupdatenum)
- {
- vertexupdate[e[j]] = vertexupdatenum;
- vertexremap[e[j]] = outvertices;
- VectorCopy(v[j], outvertex3f);
- VectorSubtract(v[j], relativelightorigin, temp);
- f = projectdistance / VectorLength(temp);
- VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
- outvertex3f += 6;
- outvertices += 2;
- }
- }
- // output the front and back triangles
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[2];
- outelement3i[3] = vr[2] + 1;
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- // output the sides (facing outward from this triangle)
- t = n[0];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0];
- outelement3i[2] = vr[0] + 1;
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[1] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[1];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[1] + 1;
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[2] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[2];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2];
- outelement3i[2] = vr[2] + 1;
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- }
- }
- else
- {
- // this triangle is not facing the light
- // output the sides (facing inward to this triangle)
- t = n[0];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0] + 1;
- outelement3i[2] = vr[0];
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[1];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1] + 1;
- outelement3i[2] = vr[1];
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[1] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[2];
- if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
- {
- vr[0] = vertexremap[e[0]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2] + 1;
- outelement3i[2] = vr[2];
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[2] + 1;
- outelement3i += 6;
- tris += 2;
- }
- }
- }
+ vertexupdatenum = 1;
+ memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
+ memset(vertexremap, 0, maxvertexupdate * sizeof(int));
}
- else
+
+ for (i = 0;i < numshadowmarktris;i++)
{
- // two pass approach (identify lit/dark faces and then generate sides)
- for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+ t = shadowmarktris[i];
+ shadowmark[t] = shadowmarkcount;
+ e = inelement3i + t * 3;
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
{
- // calculate triangle facing flag
- v[0] = invertex3f + e[0] * 3;
- v[1] = invertex3f + e[1] * 3;
- v[2] = invertex3f + e[2] * 3;
- if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ if (vertexupdate[e[j]] != vertexupdatenum)
{
- trianglefacinglightlist[numfacing++] = i;
- // make sure the vertices are created
- for (j = 0;j < 3;j++)
- {
- if (vertexupdate[e[j]] != vertexupdatenum)
- {
- vertexupdate[e[j]] = vertexupdatenum;
- vertexremap[e[j]] = outvertices;
- VectorSubtract(v[j], relativelightorigin, temp);
- f = projectdistance / VectorLength(temp);
- VectorCopy(v[j], outvertex3f);
- VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
- outvertex3f += 6;
- outvertices += 2;
- }
- }
- // output the front and back triangles
- outelement3i[0] = vertexremap[e[0]];
- outelement3i[1] = vertexremap[e[1]];
- outelement3i[2] = vertexremap[e[2]];
- outelement3i[3] = vertexremap[e[2]] + 1;
- outelement3i[4] = vertexremap[e[1]] + 1;
- outelement3i[5] = vertexremap[e[0]] + 1;
- outelement3i += 6;
- tris += 2;
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorCopy(invertex3f + e[j] * 3, outvertex3f);
+ VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
}
}
- for (i = 0;i < numfacing;i++)
+ // output the front and back triangles
+ outelement3i[0] = vertexremap[e[0]];
+ outelement3i[1] = vertexremap[e[1]];
+ outelement3i[2] = vertexremap[e[2]];
+ outelement3i[3] = vertexremap[e[2]] + 1;
+ outelement3i[4] = vertexremap[e[1]] + 1;
+ outelement3i[5] = vertexremap[e[0]] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+
+ 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)
{
- t = trianglefacinglightlist[i];
- e = inelement3i + t * 3;
- n = inneighbor3i + t * 3;
- // output the sides (facing outward from this triangle)
- t = n[0];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- vr[0] = vertexremap[e[0]];
- vr[1] = vertexremap[e[1]];
- outelement3i[0] = vr[1];
- outelement3i[1] = vr[0];
- outelement3i[2] = vr[0] + 1;
- outelement3i[3] = vr[1];
- outelement3i[4] = vr[0] + 1;
- outelement3i[5] = vr[1] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[1];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- vr[1] = vertexremap[e[1]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[2];
- outelement3i[1] = vr[1];
- outelement3i[2] = vr[1] + 1;
- outelement3i[3] = vr[2];
- outelement3i[4] = vr[1] + 1;
- outelement3i[5] = vr[2] + 1;
- outelement3i += 6;
- tris += 2;
- }
- t = n[2];
- if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
- {
- vr[0] = vertexremap[e[0]];
- vr[2] = vertexremap[e[2]];
- outelement3i[0] = vr[0];
- outelement3i[1] = vr[2];
- outelement3i[2] = vr[2] + 1;
- outelement3i[3] = vr[0];
- outelement3i[4] = vr[2] + 1;
- outelement3i[5] = vr[0] + 1;
- outelement3i += 6;
- tris += 2;
- }
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0];
+ outelement3i[2] = vr[0] + 1;
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ if (shadowmark[n[1]] != shadowmarkcount)
+ {
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[1] + 1;
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ if (shadowmark[n[2]] != shadowmarkcount)
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2];
+ outelement3i[2] = vr[2] + 1;
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
}
}
if (outnumvertices)
float varray_vertex3f2[65536*3];
-void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
{
int tris, outverts;
if (projectdistance < 0.1)
Con_Printf("R_Shadow_Volume: projectdistance %f\n");
return;
}
- if (!numverts)
+ if (!numverts || !nummarktris)
return;
-
// make sure shadowelements is big enough for this volume
- if (maxshadowelements < numtris * 24)
- R_Shadow_ResizeShadowElements(numtris);
+ if (maxshadowelements < nummarktris * 24)
+ R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
+ tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+ R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
+}
+
+void R_Shadow_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)
+{
+ int i;
+ const float *v[3];
- // check which triangles are facing the light, and then output
+ // 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
- if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
+
+ // identify lit faces within the bounding box
+ R_Shadow_PrepareShadowMark(numtris);
+ for (i = 0;i < numtris;i++)
{
- GL_VertexPointer(varray_vertex3f2);
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
- {
- // decrement stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- R_Mesh_Draw(outverts, tris, shadowelements);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtris;
- // increment stencil if backface is behind depthbuffer
- qglCullFace(GL_BACK); // quake is backwards, this culls front faces
- qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
- }
- R_Mesh_Draw(outverts, tris, shadowelements);
+ 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;
+ }
+ 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_VertexPointer(vertex3f);
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ {
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ R_Mesh_Draw(numvertices, numtriangles, element3i);
c_rt_shadowmeshes++;
- c_rt_shadowtris += numtris;
+ c_rt_shadowtris += numtriangles;
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
}
+ R_Mesh_Draw(numvertices, numtriangles, element3i);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtriangles;
}
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
R_Mesh_State_Texture(&m);
GL_Color(0, 0, 0, 1);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ 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;
memset(&m, 0, sizeof(m));
R_Mesh_State_Texture(&m);
GL_Color(1, 1, 1, 1);
- qglColorMask(0, 0, 0, 0);
+ GL_ColorMask(0, 0, 0, 0);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
r_shadowstage = SHADOWSTAGE_STENCIL;
- qglClear(GL_STENCIL_BUFFER_BIT);
+ GL_Clear(GL_STENCIL_BUFFER_BIT);
c_rt_clears++;
// LordHavoc note: many shadow volumes reside entirely inside the world
// (that is to say they are entirely bounded by their lit surfaces),
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
+ GL_ColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(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);
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ GL_ColorMask(1, 1, 1, 1);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
qglDepthFunc(GL_LEQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
// (?!? seems like a driver bug) so abort if gl_stencil is false
if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
{
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
return false;
}
for (i = 0;i < 3;i++)
ix2 = x2 + 1.0f;
iy2 = y2 + 1.0f;
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
- if (ix1 < r_refdef.x) ix1 = r_refdef.x;
- if (iy1 < r_refdef.y) iy1 = r_refdef.y;
- if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
- if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+ if (ix1 < r_view_x) ix1 = r_view_x;
+ if (iy1 < r_view_y) iy1 = r_view_y;
+ if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
+ if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// set up the scissor rectangle
}
}
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, 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 *lightcubemap)
{
int renders;
float color[3], color2[3];
m.pointer_texcoord[1] = varray_texcoord3f[1];
m.pointer_texcoord[2] = varray_texcoord3f[2];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_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);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ 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]--)
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord[0] = varray_texcoord3f[0];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ 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]--)
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ 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_Mesh_Draw(numverts, numtriangles, elements);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ 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, r_shadow_lightintensityscale.value, color2);
m.pointer_texcoord[2] = varray_texcoord2f[2];
m.pointer_texcoord[3] = varray_texcoord2f[3];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_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_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ 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]--)
m.pointer_texcoord[0] = varray_texcoord2f[0];
m.pointer_texcoord[1] = varray_texcoord2f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_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);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ 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]--)
}
}
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
float color[3], color2[3], colorscale;
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ 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);
}
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ 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]--)
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ 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);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ 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);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ 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);
}
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ 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]--)
}
}
-void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
-{
- R_Mesh_Matrix(matrix);
- if (r_shadow_showtris.integer)
- {
- shadowmesh_t *mesh;
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- qglColorMask(1,1,1,1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0,0.1,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- {
- qglEnable(GL_STENCIL_TEST);
- qglColorMask(0,0,0,0);
- }
- }
- R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
-}
-
-void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
-{
- shadowmesh_t *mesh;
- R_Mesh_Matrix(matrix);
- if (r_shadow_showtris.integer)
- {
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0.2,0,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- qglEnable(GL_STENCIL_TEST);
- }
- for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
- }
-}
-
-cvar_t r_editlights = {0, "r_editlights", "0"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
-cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
-cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
-worldlight_t *r_shadow_worldlightchain;
-worldlight_t *r_shadow_selectedlight;
-vec3_t r_editlights_cursorlocation;
-
-static int lightpvsbytes;
-static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
-static qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
-
-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;
-}
-suffixinfo_t;
-static suffixinfo_t suffix[3][6] =
-{
- {
- {"posx", false, false, false},
- {"negx", false, false, false},
- {"posy", false, false, false},
- {"negy", false, false, false},
- {"posz", 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}
- }
-};
-
-static int componentorder[4] = {0, 1, 2, 3};
-
-rtexture_t *R_Shadow_LoadCubemap(const char *basename)
-{
- int i, j, cubemapsize;
- qbyte *cubemappixels, *image_rgba;
- rtexture_t *cubemaptexture;
- char name[256];
- // must start 0 so the first loadimagepixels has no requested width/height
- cubemapsize = 0;
- cubemappixels = NULL;
- cubemaptexture = NULL;
- for (j = 0;j < 3 && !cubemappixels;j++)
- {
- for (i = 0;i < 6;i++)
- {
- snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
- if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
- {
- if (image_width == image_height)
- {
- if (!cubemappixels && image_width >= 1)
- {
- cubemapsize = image_width;
- // note this clears to black, so unavailable sizes are black
- cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
- }
- 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);
- Mem_Free(image_rgba);
- }
- }
- }
- if (cubemappixels)
- {
- if (!r_shadow_filters_texturepool)
- r_shadow_filters_texturepool = R_AllocTexturePool();
- cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- Mem_Free(cubemappixels);
- }
- else
- {
- Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
- for (j = 0;j < 3;j++)
- for (i = 0;i < 6;i++)
- Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
- Con_Printf(" and was unable to find any of them.\n");
- }
- return cubemaptexture;
-}
-
-rtexture_t *R_Shadow_Cubemap(const char *basename)
-{
- int i;
- for (i = 0;i < numcubemaps;i++)
- if (!strcasecmp(cubemaps[i].basename, basename))
- return cubemaps[i].texture;
- if (i >= MAX_CUBEMAPS)
- return NULL;
- numcubemaps++;
- strcpy(cubemaps[i].basename, basename);
- cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
- return cubemaps[i].texture;
-}
-
-void R_Shadow_FreeCubemaps(void)
-{
- numcubemaps = 0;
- R_FreeTexturePool(&r_shadow_filters_texturepool);
+void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
+{
+ int j, k;
+ float scale;
+ R_RTLight_Uncompile(rtlight);
+ memset(rtlight, 0, sizeof(*rtlight));
+
+ VectorCopy(light->origin, rtlight->shadoworigin);
+ VectorCopy(light->color, rtlight->color);
+ rtlight->radius = light->radius;
+ rtlight->cullradius = rtlight->radius;
+ rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius;
+ rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius;
+ rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius;
+ rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius;
+ rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius;
+ rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius;
+ rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius;
+ rtlight->cubemapname[0] = 0;
+ if (light->cubemapname[0])
+ strcpy(rtlight->cubemapname, light->cubemapname);
+ else if (light->cubemapnum > 0)
+ sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
+ rtlight->shadow = light->shadow;
+ rtlight->corona = light->corona;
+ rtlight->style = light->style;
+ rtlight->isstatic = isstatic;
+ Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
+ // ConcatScale won't work here because this needs to scale rotate and
+ // translate, not just rotate
+ scale = 1.0f / rtlight->radius;
+ for (k = 0;k < 3;k++)
+ for (j = 0;j < 4;j++)
+ rtlight->matrix_worldtolight.m[k][j] *= scale;
+ Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
+ Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
+
+ rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
+ rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
+ VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
+ rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
}
-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)
+// compiles rtlight geometry
+// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
+void R_RTLight_Compile(rtlight_t *rtlight)
{
int i, j, k, l, maxverts = 256, tris;
float *vertex3f = NULL, mins[3], maxs[3];
- worldlight_t *e;
shadowmesh_t *mesh, *castmesh = NULL;
-
- if (radius < 15 || DotProduct(color, color) < 0.03)
- {
- Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
- return;
- }
-
- e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
- VectorCopy(origin, e->origin);
- VectorCopy(angles, e->angles);
- VectorCopy(color, e->color);
- e->radius = radius;
- e->style = style;
- if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
- {
- Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
- e->style = 0;
- }
- e->drawshadows = shadowenable;
- e->corona = corona;
-
- Matrix4x4_CreateFromQuakeEntity(&e->matrix_lighttoworld, e->origin[0], e->origin[1], e->origin[2], e->angles[0], e->angles[1], e->angles[2], e->radius);
- Matrix4x4_Invert_Simple(&e->matrix_worldtolight, &e->matrix_lighttoworld);
- Matrix4x4_Concat(&e->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &e->matrix_worldtolight);
- Matrix4x4_Concat(&e->matrix_worldtoattenuationz, &matrix_attenuationz, &e->matrix_worldtolight);
-
- e->cullradius = e->radius;
- for (k = 0;k < 3;k++)
- {
- mins[k] = e->origin[k] - e->radius;
- maxs[k] = e->origin[k] + e->radius;
- }
-
- e->next = r_shadow_worldlightchain;
- r_shadow_worldlightchain = e;
- if (cubemapname && cubemapname[0])
- {
- e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
- strcpy(e->cubemapname, cubemapname);
- e->cubemap = R_Shadow_Cubemap(e->cubemapname);
- }
- // FIXME: rewrite this to store ALL geometry into a cache in the light
- if (e->drawshadows)
+ int lightpvsbytes;
+ qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+ qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
+ // compile the light
+ rtlight->compiled = true;
+ VectorCopy(rtlight->cullmins, mins);
+ VectorCopy(rtlight->cullmaxs, maxs);
+ if (rtlight->shadow)
castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
- e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
+ rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
if (cl.worldmodel)
{
- lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightfullpvs, sizeof(lightfullpvs));
+ lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs));
memset(lightpvs, 0, lightpvsbytes);
if (cl.worldmodel->brushq3.num_leafs)
{
SETPVSBIT(lightpvs, leaf->clusterindex);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->numclusters++;
- e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ rtlight->static_numclusters++;
+ rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->clusterindices[e->numclusters++] = i;
+ rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
- VectorCopy(e->origin, e->mins);
- VectorCopy(e->origin, e->maxs);
+ VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
+ VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
face->lighttemp_castshadow = false;
for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
{
for (k = 0;k < 3;k++)
{
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+ if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
}
for (j = 0;j < leaf->numleaffaces;j++)
{
face->lighttemp_castshadow = false;
if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
{
- if (e->drawshadows)
+ if (rtlight->shadow)
if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
}
}
}
{
mleaf_t *leaf;
msurface_t *surf;
- VectorCopy(e->origin, e->mins);
- VectorCopy(e->origin, e->maxs);
- i = CL_PointQ1Contents(e->origin);
+ VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
+ VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
+ i = CL_PointQ1Contents(rtlight->shadoworigin);
for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
surf->lighttemp_castshadow = false;
byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
- Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
+ Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs);
// make a pvs that only includes things within the box
for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
SETPVSBIT(lightpvs, leaf->clusterindex);
for (k = 0;k < 3;k++)
{
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+ if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
}
}
}
Mem_Free(bytesurfacepvs);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->numclusters++;
- e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ rtlight->static_numclusters++;
+ rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->clusterindices[e->numclusters++] = i;
+ rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
}
else
{
SETPVSBIT(lightpvs, leaf->clusterindex);
for (k = 0;k < 3;k++)
{
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+ if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
}
for (j = 0;j < leaf->nummarksurfaces;j++)
{
SETPVSBIT(lightpvs, leaf->clusterindex);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->numclusters++;
- e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ rtlight->static_numclusters++;
+ rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->clusterindices[e->numclusters++] = i;
+ rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
}
// add surfaces to shadow casting mesh and light mesh
if (surf->lighttemp_castshadow)
{
surf->lighttemp_castshadow = false;
- if (e->drawshadows && (surf->flags & SURF_SHADOWCAST))
+ if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
if (!(surf->flags & SURF_DRAWSKY))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
// limit box to light bounds (in case it grew larger)
for (k = 0;k < 3;k++)
{
- if (e->mins[k] < e->origin[k] - e->radius) e->mins[k] = e->origin[k] - e->radius;
- if (e->maxs[k] > e->origin[k] + e->radius) e->maxs[k] = e->origin[k] + e->radius;
+ if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius;
+ if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius;
}
- e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+ rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
+ rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
// cast shadow volume from castmesh
castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
// now that we have the buffers big enough, construct and add
// the shadow volume mesh
- if (e->drawshadows)
- e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ if (rtlight->shadow)
+ rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
for (mesh = castmesh;mesh;mesh = mesh->next)
{
Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
- if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+ R_Shadow_PrepareShadowMark(mesh->numtriangles);
+ for (i = 0;i < mesh->numtriangles;i++)
+ {
+ const float *v[3];
+ v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3;
+ v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3;
+ v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3;
+ if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = i;
+ }
+ if (maxshadowelements < numshadowmark * 24)
+ R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24);
+ if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist)))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
}
Mem_Free(vertex3f);
vertex3f = NULL;
Mod_ShadowMesh_Free(castmesh);
}
- e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false);
- e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false);
+ rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
+ rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
k = 0;
- if (e->meshchain_shadow)
- for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
+ if (rtlight->static_meshchain_shadow)
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
k += mesh->numtriangles;
l = 0;
- if (e->meshchain_light)
- for (mesh = e->meshchain_light;mesh;mesh = mesh->next)
+ if (rtlight->static_meshchain_light)
+ for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
l += mesh->numtriangles;
- Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
+ Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l);
+}
+
+void R_RTLight_Uncompile(rtlight_t *rtlight)
+{
+ if (rtlight->compiled)
+ {
+ if (rtlight->static_meshchain_shadow)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
+ rtlight->static_meshchain_shadow = NULL;
+ if (rtlight->static_meshchain_light)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
+ rtlight->static_meshchain_light = NULL;
+ if (rtlight->static_clusterindices)
+ Mem_Free(rtlight->static_clusterindices);
+ rtlight->static_clusterindices = NULL;
+ rtlight->static_numclusters = 0;
+ rtlight->compiled = false;
+ }
+}
+
+int shadowframecount = 0;
+
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs)
+{
+ // rough checks
+ if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume)
+ {
+ vec3_t relativeshadoworigin;
+ Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin);
+ ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius);
+ }
+}
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+
+void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+{
+ int i, shadow;
+ entity_render_t *ent;
+ float f;
+ vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+ rtexture_t *cubemaptexture;
+ matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+
+ if (d_lightstylevalue[rtlight->style] <= 0)
+ return;
+ if (rtlight->compiled)
+ {
+ if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+ return;
+ for (i = 0;i < rtlight->static_numclusters;i++)
+ if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i]))
+ break;
+ if (i == rtlight->static_numclusters)
+ return;
+ }
+ else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+ return;
+ if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
+ return;
+
+ if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+ R_RTLight_Compile(rtlight);
+
+ f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
+ VectorScale(rtlight->color, f, lightcolor);
+ /*
+ if (rtlight->selected)
+ {
+ f = 2 + sin(realtime * M_PI * 4.0);
+ VectorScale(lightcolor, f, lightcolor);
+ }
+ */
+
+ if (rtlight->cubemapname[0])
+ cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+ else
+ cubemaptexture = NULL;
+
+ shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
+ if (shadow && (gl_stencil || visiblevolumes))
+ {
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
+ ent = &cl_entities[0].render;
+ if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ {
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadow_showtris.integer)
+ {
+ shadowmesh_t *mesh;
+ rmeshstate_t m;
+ int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+ int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+ qglDisable(GL_DEPTH_TEST);
+ qglDisable(GL_STENCIL_TEST);
+ //qglDisable(GL_CULL_FACE);
+ GL_ColorMask(1,1,1,1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_Color(0,0.1,0,1);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+ //qglEnable(GL_CULL_FACE);
+ if (depthenabled)
+ qglEnable(GL_DEPTH_TEST);
+ if (stencilenabled)
+ {
+ qglEnable(GL_STENCIL_TEST);
+ GL_ColorMask(0,0,0,0);
+ }
+ }
+ R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
+ }
+ else
+ R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+ if (r_drawentities.integer)
+ for (i = 0;i < r_refdef.numentities;i++)
+ if (r_refdef.entities[i]->flags & RENDER_SHADOW)
+ R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+ }
+
+ if (!visiblevolumes)
+ {
+ if (shadow && gl_stencil)
+ R_Shadow_Stage_LightWithShadows();
+ else
+ R_Shadow_Stage_LightWithoutShadows();
+
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawLight)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+ Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
+ if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ {
+ //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+ shadowmesh_t *mesh;
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadow_showtris.integer)
+ {
+ rmeshstate_t m;
+ int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+ int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+ qglDisable(GL_DEPTH_TEST);
+ qglDisable(GL_STENCIL_TEST);
+ //qglDisable(GL_CULL_FACE);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_Color(0.2,0,0,1);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+ //qglEnable(GL_CULL_FACE);
+ if (depthenabled)
+ qglEnable(GL_DEPTH_TEST);
+ if (stencilenabled)
+ qglEnable(GL_STENCIL_TEST);
+ }
+ for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+ {
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
+ R_Shadow_SpecularLighting(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_specular, mesh->map_normal, cubemaptexture);
+ }
+ }
+ else
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+ }
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+ && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
+ && (ent->flags & RENDER_LIGHT))
+ {
+ 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);
+ }
+ }
+ }
+ }
+}
+
+void R_ShadowVolumeLighting(int visiblevolumes)
+{
+ int lnum;
+ dlight_t *light;
+ rmeshstate_t m;
+
+ if (visiblevolumes)
+ {
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
+ qglDisable(GL_CULL_FACE);
+ GL_Color(0.0, 0.0125, 0.1, 1);
+ }
+ else
+ R_Shadow_Stage_Begin();
+ shadowframecount++;
+ if (r_shadow_realtime_world.integer)
+ {
+ 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)
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
+ }
+ if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
+
+ if (visiblevolumes)
+ {
+ qglEnable(GL_CULL_FACE);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ }
+ else
+ 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;
}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+ {
+ {"posx", false, false, false},
+ {"negx", false, false, false},
+ {"posy", false, false, false},
+ {"negy", false, false, false},
+ {"posz", 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}
+ }
+};
-void R_Shadow_FreeWorldLight(worldlight_t *light)
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_Shadow_LoadCubemap(const char *basename)
{
- worldlight_t **lightpointer;
+ int i, j, cubemapsize;
+ qbyte *cubemappixels, *image_rgba;
+ rtexture_t *cubemaptexture;
+ char name[256];
+ // must start 0 so the first loadimagepixels has no requested width/height
+ cubemapsize = 0;
+ cubemappixels = NULL;
+ cubemaptexture = NULL;
+ for (j = 0;j < 3 && !cubemappixels;j++)
+ {
+ for (i = 0;i < 6;i++)
+ {
+ snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+ if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+ {
+ if (image_width == image_height)
+ {
+ if (!cubemappixels && image_width >= 1)
+ {
+ cubemapsize = image_width;
+ // note this clears to black, so unavailable sizes are black
+ cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+ }
+ 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);
+ Mem_Free(image_rgba);
+ }
+ }
+ }
+ if (cubemappixels)
+ {
+ if (!r_shadow_filters_texturepool)
+ r_shadow_filters_texturepool = R_AllocTexturePool();
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ Mem_Free(cubemappixels);
+ }
+ else
+ {
+ Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
+ for (j = 0;j < 3;j++)
+ for (i = 0;i < 6;i++)
+ Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+ Con_Printf(" and was unable to find any of them.\n");
+ }
+ return cubemaptexture;
+}
+
+rtexture_t *R_Shadow_Cubemap(const char *basename)
+{
+ int i;
+ for (i = 0;i < numcubemaps;i++)
+ if (!strcasecmp(cubemaps[i].basename, basename))
+ return cubemaps[i].texture;
+ if (i >= MAX_CUBEMAPS)
+ return NULL;
+ numcubemaps++;
+ strcpy(cubemaps[i].basename, basename);
+ cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+ return cubemaps[i].texture;
+}
+
+void R_Shadow_FreeCubemaps(void)
+{
+ numcubemaps = 0;
+ R_FreeTexturePool(&r_shadow_filters_texturepool);
+}
+
+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 *light;
+
+ if (radius < 15 || DotProduct(color, color) < 0.03)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+ return;
+ }
+
+ light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+ VectorCopy(origin, light->origin);
+ VectorCopy(angles, light->angles);
+ VectorCopy(color, light->color);
+ light->radius = radius;
+ light->style = style;
+ if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
+ light->style = 0;
+ }
+ light->shadow = shadowenable;
+ light->corona = corona;
+ if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
+ strcpy(light->cubemapname, cubemapname);
+ 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;
for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
if (*lightpointer != light)
Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
*lightpointer = light->next;
- if (light->cubemapname)
- Mem_Free(light->cubemapname);
- if (light->meshchain_shadow)
- Mod_ShadowMesh_Free(light->meshchain_shadow);
- if (light->meshchain_light)
- Mod_ShadowMesh_Free(light->meshchain_light);
+ R_RTLight_Uncompile(&light->rtlight);
Mem_Free(light);
}
R_Shadow_FreeCubemaps();
}
-void R_Shadow_SelectLight(worldlight_t *light)
+void R_Shadow_SelectLight(dlight_t *light)
{
if (r_shadow_selectedlight)
r_shadow_selectedlight->selected = false;
void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
{
float intensity;
- const worldlight_t *light;
+ const dlight_t *light;
light = calldata1;
intensity = 0.5;
if (light->selected)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
- if (!light->meshchain_shadow)
+ if (!light->shadow)
intensity *= 0.5f;
R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
{
int i;
cachepic_t *pic;
- worldlight_t *light;
+ dlight_t *light;
for (i = 0;i < 5;i++)
{
void R_Shadow_SelectLightInView(void)
{
float bestrating, rating, temp[3];
- worldlight_t *best, *light;
+ dlight_t *best, *light;
best = NULL;
bestrating = 0;
for (light = r_shadow_worldlightchain;light;light = light->next)
}
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]);
if (a < 13)
- {
- corona = 0;
VectorClear(angles);
- }
- if (a < 9)
+ if (a < 10)
+ corona = 0;
+ if (a < 9 || !strcmp(cubemapname, "\"\""))
cubemapname[0] = 0;
*s = '\n';
if (a < 8)
{
- Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+ Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1);
break;
}
VectorScale(color, r_editlights_rtlightscolorscale.value, color);
void R_Shadow_SaveWorldLights(void)
{
- worldlight_t *light;
+ dlight_t *light;
int bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->drawshadows ? "" : "!", 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->cubemapname : "");
+ 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->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
- int entnum, style, islight, skin, pflags;
+ 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];
const char *data;
style = 0;
skin = 0;
pflags = 0;
+ effects = 0;
islight = false;
while (1)
{
skin = (int)atof(value);
else if (!strcmp("pflags", key))
pflags = (int)atof(value);
+ else if (!strcmp("effects", key))
+ effects = (int)atof(value);
}
if (light <= 0 && islight)
light = 300;
lightscale = 1;
if (fadescale <= 0)
fadescale = 1;
+ if (gamemode == GAME_TENEBRAE)
+ {
+ if (effects & EF_NODRAW)
+ {
+ pflags |= PFLAGS_FULLDYNAMIC;
+ effects &= ~EF_NODRAW;
+ }
+ }
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)
- R_Shadow_NewWorldLight(origin, angles, color, radius, !!(pflags & 2), style, !(pflags & 1), skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+ 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);
}
}
strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
else
cubemapname[0] = 0;
- shadows = r_shadow_selectedlight->drawshadows;
+ shadows = r_shadow_selectedlight->shadow;
corona = r_shadow_selectedlight->corona;
if (!strcmp(Cmd_Argv(1), "origin"))
{
}
origin[2] += atof(Cmd_Argv(2));
}
- if (!strcmp(Cmd_Argv(1), "angles"))
+ else if (!strcmp(Cmd_Argv(1), "angles"))
{
if (Cmd_Argc() != 5)
{
}
radius = atof(Cmd_Argv(2));
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+ else if (!strcmp(Cmd_Argv(1), "style"))
{
if (Cmd_Argc() != 3)
{
}
style = atoi(Cmd_Argv(2));
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+ else if (!strcmp(Cmd_Argv(1), "cubemap"))
{
if (Cmd_Argc() > 3)
{
else
cubemapname[0] = 0;
}
- else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+ else if (!strcmp(Cmd_Argv(1), "shadows"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("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->drawshadows ? "yes" : "no");
+ Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
return;
}
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->drawshadows ? "yes" : "no");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;
}
Con_Printf("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->drawshadows, r_shadow_selectedlight->cubemapname);
+ 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;
}
Con_Printf("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->drawshadows, r_shadow_selectedlight->cubemapname);
+ 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;
}