+/*
+Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
+An extrusion of the lit faces, beginning at the original geometry and ending
+further from the light source than the original geometry (presumably at least
+as far as the light's radius, if the light has a radius at all), capped at
+both front and back to avoid any problems (extrusion from dark faces also
+works but has a different set of problems)
+
+This is rendered using Carmack's Reverse technique, in which backfaces behind
+zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
+decrement the stencil, the result is a stencil value of zero where shadows
+did not intersect the visible geometry, suitable as a stencil mask for
+rendering lighting everywhere but shadow.
+
+In our case we use a biased stencil clear of 128 to avoid requiring the
+stencil wrap extension (but probably should support it).
+
+
+
+Terminology: Stencil Light Volume (sometimes called Light Volumes)
+Similar to a Stencil Shadow Volume, but inverted; rather than containing the
+areas in shadow it contanis the areas in light, this can only be built
+quickly for certain limited cases (such as portal visibility from a point),
+but is quite useful for some effects (sunlight coming from sky polygons is
+one possible example, translucent occluders is another example).
+
+
+
+Terminology: Optimized Stencil Shadow Volume
+A Stencil Shadow Volume that has been processed sufficiently to ensure it has
+no duplicate coverage of areas (no need to shadow an area twice), often this
+greatly improves performance but is an operation too costly to use on moving
+lights (however completely optimal Stencil Light Volumes can be constructed
+in some ideal cases).
+
+
+
+Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
+Per pixel evaluation of lighting equations, at a bare minimum this involves
+DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
+vector and surface normal, using a texture of the surface bumps, called a
+NormalMap) if supported by hardware; in our case there is support for cards
+which are incapable of DOT3, the quality is quite poor however. Additionally
+it is desirable to have specular evaluation per pixel, per vertex
+normalization of specular halfangle vectors causes noticable distortion but
+is unavoidable on hardware without GL_ARB_fragment_program.
+
+
+
+Terminology: Normalization CubeMap
+A cubemap containing normalized dot3-encoded (vectors of length 1 or less
+encoded as RGB colors) for any possible direction, this technique allows per
+pixel calculation of incidence vector for per pixel lighting purposes, which
+would not otherwise be possible per pixel without GL_ARB_fragment_program.
+
+
+
+Terminology: 2D Attenuation Texturing
+A very crude approximation of light attenuation with distance which results
+in cylindrical light shapes which fade vertically as a streak (some games
+such as Doom3 allow this to be rotated to be less noticable in specific
+cases), the technique is simply modulating lighting by two 2D textures (which
+can be the same) on different axes of projection (XY and Z, typically), this
+is the best technique available without 3D Attenuation Texturing or
+GL_ARB_fragment_program technology.
+
+
+
+Terminology: 3D Attenuation Texturing
+A slightly crude approximation of light attenuation with distance, its flaws
+are limited radius and resolution (performance tradeoffs).
+
+
+
+Terminology: 3D Attenuation-Normalization Texturing
+A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
+vectors shorter the lighting becomes darker, a very effective optimization of
+diffuse lighting if 3D Attenuation Textures are already used.
+
+
+
+Terminology: Light Cubemap Filtering
+A technique for modeling non-uniform light distribution according to
+direction, for example projecting a stained glass window image onto a wall,
+this is done by texturing the lighting with a cubemap.
+
+
+
+Terminology: Light Projection Filtering
+A technique for modeling shadowing of light passing through translucent
+surfaces, allowing stained glass windows and other effects to be done more
+elegantly than possible with Light Cubemap Filtering by applying an occluder
+texture to the lighting combined with a stencil light volume to limit the lit
+area (this allows evaluating multiple translucent occluders in a scene).
+
+
+
+Terminology: Doom3 Lighting
+A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
+CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
+the (currently upcoming) game Doom3.
+*/
+
#include "quakedef.h"
#include "r_shadow.h"
#include "cl_collision.h"
qbyte *trianglefacinglight;
int *trianglefacinglightlist;
-int maxshadowvertices;
-float *shadowvertex3f;
int maxvertexupdate;
int *vertexupdate;
+int *vertexremap;
int vertexupdatenum;
rtexturepool_t *r_shadow_texturepool;
cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
+cvar_t r_shadow_shadows = {CVAR_SAVE, "r_shadow_shadows", "1"};
+cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
int c_rt_lights, c_rt_clears, c_rt_scissored;
int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
r_shadow_mempool = Mem_AllocPool("R_Shadow");
maxshadowelements = 0;
shadowelements = NULL;
- maxshadowvertices = 0;
- shadowvertex3f = NULL;
maxvertexupdate = 0;
vertexupdate = NULL;
+ vertexremap = NULL;
vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
maxshadowelements = 0;
shadowelements = NULL;
- maxshadowvertices = 0;
- shadowvertex3f = NULL;
maxvertexupdate = 0;
vertexupdate = NULL;
+ vertexremap = NULL;
vertexupdatenum = 0;
maxtrianglefacinglight = 0;
trianglefacinglight = NULL;
r_shadow_reloadlights = true;
}
+void R_Shadow_Help_f(void)
+{
+ Con_Printf(
+"Documentation on r_shadow system:\n"
+"Settings:\n"
+"r_shadow_lightattenuationpower : used to generate attenuation texture\n"
+"r_shadow_lightattenuationscale : used to generate attenuation texture\n"
+"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
+"r_shadow_realtime_world : use realtime world light rendering\n"
+"r_shadow_realtime_dlight : use high quality dlight rendering\n"
+"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
+"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
+"r_shadow_glossintensity : brightness of textured gloss\n"
+"r_shadow_gloss2intensity : brightness of forced gloss\n"
+"r_shadow_debuglight : render only this light number (-1 = all)\n"
+"r_shadow_scissor : use scissor optimization\n"
+"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
+"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_portallight : use portal visibility for static light precomputation\n"
+"r_shadow_projectdistance : shadow volume projection distance\n"
+"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
+"r_shadow_shadows : dlight shadows (world always has shadows)\n"
+"Commands:\n"
+"r_shadow_help : this help\n"
+ );
+}
+
void R_Shadow_Init(void)
{
Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
Cvar_RegisterVariable(&r_shadow_realtime_dlight);
Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&r_shadow_gloss);
+ Cvar_RegisterVariable(&r_shadow_glossintensity);
+ Cvar_RegisterVariable(&r_shadow_gloss2intensity);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
+ Cvar_RegisterVariable(&r_shadow_shadows);
+ Cvar_RegisterVariable(&r_shadow_showtris);
+ Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
R_Shadow_EditLights_Init();
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
-{
- int i, tris = 0;
- const float *v0, *v1, *v2;
- for (i = 0;i < numtris;i++, elements += 3)
- {
- // calculate triangle facing flag
- v0 = vertex + elements[0] * 3;
- v1 = vertex + elements[1] * 3;
- v2 = vertex + elements[2] * 3;
- if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2))
- {
- facing[i] = true;
- list[tris++] = i;
- }
- else
- facing[i] = false;
- }
- return tris;
-}
-
-int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance)
-{
- int i, j, tris, vertexpointeradjust = numverts * 3;
- const int *e, *n;
- float *vin, *vout;
-
- if (maxvertexupdate < numverts)
- {
- maxvertexupdate = numverts;
- if (vertexupdate)
- Mem_Free(vertexupdate);
- vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
- }
- vertexupdatenum++;
-
- // check each frontface for bordering backfaces,
- // and cast shadow polygons from those edges,
- // also create front and back caps for shadow volume
- tris = numfacing * 2;
- // output front caps
- for (i = 0;i < numfacing;i++)
- {
- e = elements + facinglist[i] * 3;
- out[0] = e[0];
- out[1] = e[1];
- out[2] = e[2];
- out += 3;
- }
- // output back caps
- for (i = 0;i < numfacing;i++)
- {
- e = elements + facinglist[i] * 3;
- // generate vertices if needed
- for (j = 0;j < 3;j++)
- {
- if (vertexupdate[e[j]] != vertexupdatenum)
- {
- vertexupdate[e[j]] = vertexupdatenum;
- vin = vertices + e[j] * 3;
- vout = vin + vertexpointeradjust;
- vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]);
- vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]);
- vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]);
- }
- }
- out[0] = e[2] + numverts;
- out[1] = e[1] + numverts;
- out[2] = e[0] + numverts;
- out += 3;
- }
- // output sides around frontfaces
- for (i = 0;i < numfacing;i++)
- {
- n = neighbors + facinglist[i] * 3;
- // check the edges
- if (n[0] < 0 || !facing[n[0]])
- {
- e = elements + facinglist[i] * 3;
- out[0] = e[1];
- out[1] = e[0];
- out[2] = e[0] + numverts;
- out[3] = e[1];
- out[4] = e[0] + numverts;
- out[5] = e[1] + numverts;
- out += 6;
- tris += 2;
- }
- if (n[1] < 0 || !facing[n[1]])
- {
- e = elements + facinglist[i] * 3;
- out[0] = e[2];
- out[1] = e[1];
- out[2] = e[1] + numverts;
- out[3] = e[2];
- out[4] = e[1] + numverts;
- out[5] = e[2] + numverts;
- out += 6;
- tris += 2;
- }
- if (n[2] < 0 || !facing[n[2]])
- {
- e = elements + facinglist[i] * 3;
- out[0] = e[0];
- out[1] = e[2];
- out[2] = e[2] + numverts;
- out[3] = e[0];
- out[4] = e[2] + numverts;
- out[5] = e[0] + numverts;
- out += 6;
- tris += 2;
- }
- }
- return tris;
-}
-
void R_Shadow_ResizeTriangleFacingLight(int numtris)
{
// make sure trianglefacinglight is big enough for this volume
return shadowelements;
}
-float *R_Shadow_VertexBuffer(int numvertices)
+/*
+// 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)
+{
+ int *te;
+ float *v[3];
+ if (t >= trianglerange_start && t < trianglerange_end)
+ {
+ if (t < i && !trianglefacinglight[t])
+ return true;
+ else
+ return false;
+ }
+ else
+ {
+ 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;
+ }
+ }
+}
+*/
+
+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)
{
- if (maxshadowvertices < numvertices)
+ int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
+ const float *v[3];
+ const int *e, *n, *te;
+ float f, temp[3];
+
+ // make sure trianglefacinglight is big enough for this volume
+ if (maxtrianglefacinglight < trianglerange_end)
+ R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
+
+ if (maxvertexupdate < innumvertices)
+ {
+ maxvertexupdate = innumvertices;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
+ if (vertexremap)
+ Mem_Free(vertexremap);
+ vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ }
+ vertexupdatenum++;
+
+ if (r_shadow_singlepassvolumegeneration.integer)
{
- maxshadowvertices = numvertices;
- if (shadowvertex3f)
- Mem_Free(shadowvertex3f);
- shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3]));
+ // 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;
+ }
+ }
+ }
}
- return shadowvertex3f;
+ else
+ {
+ // two pass approach (identify lit/dark faces and then generate sides)
+ for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+ {
+ // calculate triangle facing flag
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ {
+ trianglefacinglightlist[numfacing++] = i;
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorSubtract(v[j], relativelightorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorCopy(v[j], outvertex3f);
+ VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+ // output the front and back triangles
+ outelement3i[0] = vertexremap[e[0]];
+ outelement3i[1] = vertexremap[e[1]];
+ outelement3i[2] = vertexremap[e[2]];
+ outelement3i[3] = vertexremap[e[2]] + 1;
+ outelement3i[4] = vertexremap[e[1]] + 1;
+ outelement3i[5] = vertexremap[e[0]] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ for (i = 0;i < numfacing;i++)
+ {
+ 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;
+ }
+ }
+ }
+ if (outnumvertices)
+ *outnumvertices = outvertices;
+ return tris;
}
-void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+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)
{
- int tris;
+ int tris, outverts;
if (projectdistance < 0.1)
{
Con_Printf("R_Shadow_Volume: projectdistance %f\n");
}
if (!numverts)
return;
-// terminology:
-//
-// frontface:
-// a triangle facing the light source
-//
-// backface:
-// a triangle not facing the light source
-//
-// shadow volume:
-// an extrusion of the frontfaces, beginning at the original geometry and
-// ending further from the light source than the original geometry
-// (presumably at least as far as the light's radius, if the light has a
-// radius at all), capped at both front and back to avoid any problems
-//
-// description:
-// draws the shadow volumes of the model.
-// requirements:
-// vertex locations must already be in varray_vertex3f before use.
-// varray_vertex3f must have capacity for numverts * 2.
-
- // make sure trianglefacinglight is big enough for this volume
- if (maxtrianglefacinglight < numtris)
- R_Shadow_ResizeTriangleFacingLight(numtris);
// make sure shadowelements is big enough for this volume
if (maxshadowelements < numtris * 24)
R_Shadow_ResizeShadowElements(numtris);
- // check which triangles are facing the light
- tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
- if (!tris)
- return;
-
- // by clever use of elements we can construct the whole shadow from
- // the unprojected vertices and the projected vertices
-
- // output triangle elements and vertices
- tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance);
- if (!tris)
- return;
-
- if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ // check which triangles are facing the light, and then output
+ // triangle elements and vertices... by clever use of elements we
+ // can construct the whole shadow from the unprojected vertices and
+ // the projected vertices
+ if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
{
- // 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(numverts * 2, tris, shadowelements);
+ GL_VertexPointer(varray_vertex3f2);
+ if (r_shadowstage == SHADOWSTAGE_STENCIL)
+ {
+ // increment stencil if backface is behind depthbuffer
+ qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ R_Mesh_Draw(outverts, tris, shadowelements);
+ c_rt_shadowmeshes++;
+ c_rt_shadowtris += numtris;
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+ }
+ R_Mesh_Draw(outverts, tris, shadowelements);
c_rt_shadowmeshes++;
c_rt_shadowtris += numtris;
- // 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(numverts * 2, tris, shadowelements);
- c_rt_shadowmeshes++;
- c_rt_shadowtris += numtris;
}
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ GL_VertexPointer(mesh->vertex3f);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
}
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ GL_VertexPointer(mesh->vertex3f);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
c_rtcached_shadowtris += mesh->numtriangles;
if (r_shadow_texture3d.integer && !gl_texture3d)
Cvar_SetValueQuick(&r_shadow_texture3d, 0);
- //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
|| r_shadow_lightattenuationpower.value != r_shadow_attenpower
R_Shadow_MakeTextures();
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
GL_Color(0, 0, 0, 1);
+ qglDisable(GL_SCISSOR_TEST);
r_shadowstage = SHADOWSTAGE_NONE;
c_rt_lights = c_rt_clears = c_rt_scissored = 0;
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_TextureState(&m);
+ R_Mesh_State_Texture(&m);
GL_Color(1, 1, 1, 1);
qglColorMask(0, 0, 0, 0);
- qglDisable(GL_BLEND);
- qglDepthMask(0);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ if (r_shadow_polygonoffset.value != 0)
+ {
+ qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
+ }
+ else
+ qglDisable(GL_POLYGON_OFFSET_FILL);
qglDepthFunc(GL_LESS);
qglEnable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
r_shadowstage = SHADOWSTAGE_STENCIL;
qglClear(GL_STENCIL_BUFFER_BIT);
c_rt_clears++;
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_TextureState(&m);
- qglActiveTexture(GL_TEXTURE0_ARB);
-
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_ONE, GL_ONE);
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
qglColorMask(1, 1, 1, 1);
- qglDepthMask(0);
qglDepthFunc(GL_EQUAL);
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_EQUAL, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
r_shadowstage = SHADOWSTAGE_LIGHT;
c_rt_lights++;
}
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- R_Mesh_TextureState(&m);
- qglActiveTexture(GL_TEXTURE0_ARB);
-
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_ONE, GL_ONE);
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
qglColorMask(1, 1, 1, 1);
- qglDepthMask(0);
qglDepthFunc(GL_EQUAL);
qglEnable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
qglStencilFunc(GL_EQUAL, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
r_shadowstage = SHADOWSTAGE_LIGHT;
c_rt_lights++;
}
void R_Shadow_Stage_End(void)
{
rmeshstate_t m;
- // attempt to restore state to what Mesh_State thinks it is
- qglDisable(GL_BLEND);
- qglBlendFunc(GL_ONE, GL_ZERO);
- qglDepthMask(1);
- // now restore the rest of the state to normal
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
qglColorMask(1, 1, 1, 1);
qglDisable(GL_SCISSOR_TEST);
qglDisable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
- qglEnable(GL_CULL_FACE);
- qglEnable(GL_DEPTH_TEST);
- // force mesh state to reset by using various combinations of features
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- R_Mesh_State(&m);
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- R_Mesh_State(&m);
r_shadowstage = SHADOWSTAGE_NONE;
}
-#if 0
-int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
-{
- int i, ix1, iy1, ix2, iy2;
- float x1, y1, x2, y2, x, y;
- vec3_t smins, smaxs;
- vec4_t v, v2;
- if (!r_shadow_scissor.integer)
- return false;
- // if view is inside the box, just say yes it's visible
- if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
- && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
- && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
- {
- qglDisable(GL_SCISSOR_TEST);
- return false;
- }
- VectorSubtract(r_origin, origin, v);
- if (DotProduct(v, v) < radius * radius)
- {
- qglDisable(GL_SCISSOR_TEST);
- return false;
- }
- // create viewspace bbox
- for (i = 0;i < 8;i++)
- {
- v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
- v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
- v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
- v2[0] = DotProduct(v, vright);
- v2[1] = DotProduct(v, vup);
- v2[2] = DotProduct(v, vpn);
- if (i)
- {
- if (smins[0] > v2[0]) smins[0] = v2[0];
- if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
- if (smins[1] > v2[1]) smins[1] = v2[1];
- if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
- if (smins[2] > v2[2]) smins[2] = v2[2];
- if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
- }
- else
- {
- smins[0] = smaxs[0] = v2[0];
- smins[1] = smaxs[1] = v2[1];
- smins[2] = smaxs[2] = v2[2];
- }
- }
- // now we have a bbox in viewspace
- // clip it to the viewspace version of the sphere
- v[0] = origin[0] - r_origin[0];
- v[1] = origin[1] - r_origin[1];
- v[2] = origin[2] - r_origin[2];
- v2[0] = DotProduct(v, vright);
- v2[1] = DotProduct(v, vup);
- v2[2] = DotProduct(v, vpn);
- if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
- if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
- if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
- if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
- if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
- if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
- // clip it to the view plane
- if (smins[2] < 1)
- smins[2] = 1;
- // return true if that culled the box
- if (smins[2] >= smaxs[2])
- return true;
- // ok some of it is infront of the view, transform each corner back to
- // worldspace and then to screenspace and make screen rect
- // initialize these variables just to avoid compiler warnings
- x1 = y1 = x2 = y2 = 0;
- for (i = 0;i < 8;i++)
- {
- v2[0] = (i & 1) ? smins[0] : smaxs[0];
- v2[1] = (i & 2) ? smins[1] : smaxs[1];
- v2[2] = (i & 4) ? smins[2] : smaxs[2];
- v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
- v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
- v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- x = v2[0];
- y = v2[1];
- if (i)
- {
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
- }
- else
- {
- x1 = x2 = x;
- y1 = y2 = y;
- }
- }
- /*
- // this code doesn't handle boxes with any points behind view properly
- x1 = 1000;x2 = -1000;
- y1 = 1000;y2 = -1000;
- for (i = 0;i < 8;i++)
- {
- v[0] = (i & 1) ? mins[0] : maxs[0];
- v[1] = (i & 2) ? mins[1] : maxs[1];
- v[2] = (i & 4) ? mins[2] : maxs[2];
- v[3] = 1.0f;
- GL_TransformToScreen(v, v2);
- //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
- if (v2[2] > 0)
- {
- x = v2[0];
- y = v2[1];
-
- if (x1 > x) x1 = x;
- if (x2 < x) x2 = x;
- if (y1 > y) y1 = y;
- if (y2 < y) y2 = y;
- }
- }
- */
- ix1 = x1 - 1.0f;
- iy1 = y1 - 1.0f;
- 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 (ix2 <= ix1 || iy2 <= iy1)
- return true;
- // set up the scissor rectangle
- qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
- qglEnable(GL_SCISSOR_TEST);
- c_rt_scissored++;
- return false;
-}
-#endif
-
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
int i, ix1, iy1, ix2, iy2;
if (!r_shadow_scissor.integer)
return false;
// if view is inside the box, just say yes it's visible
- if (BoxesOverlap(r_origin, r_origin, mins, maxs))
+ // LordHavoc: for some odd reason scissor seems broken without stencil
+ // (?!? seems like a driver bug) so abort if gl_stencil is false
+ if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
{
qglDisable(GL_SCISSOR_TEST);
return false;
if (DotProduct(vpn, v2) <= f)
{
// entirely behind nearclip plane
- qglDisable(GL_SCISSOR_TEST);
- return false;
+ return true;
}
if (DotProduct(vpn, v) >= f)
{
int renders;
float color[3], color2[3];
rmeshstate_t m;
- memset(&m, 0, sizeof(m));
+ GL_VertexPointer(vertex3f);
if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
if (!bumptexture)
bumptexture = r_shadow_blankbumptexture;
+ GL_Color(1,1,1,1);
// colorscale accounts for how much we multiply the brightness during combine
// mult is how many times the final pass of the lighting will be
// performed to get more brightness than otherwise possible
if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ m.pointer_texcoord[2] = varray_texcoord3f[2];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.tex[1] = 0;
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.tex3d[2] = 0;
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
{
// 1/2/2 3D combine path (original Radeon)
+ memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = varray_texcoord3f[0];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
- m.tex3d[0] = 0;
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- qglEnable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
{
// 2/2 3D combine path (original Radeon)
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- GL_Color(1,1,1,1);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.texcubemap[1] = 0;
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
else if (r_textureunits.integer >= 4)
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ m.pointer_texcoord[3] = varray_texcoord2f[3];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- m.tex[2] = 0;
- m.tex[3] = 0;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
else
{
// 2/2/2 2D combine path (any dot3 card)
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
- qglDisable(GL_BLEND);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
- m.tex[1] = 0;
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- qglEnable(GL_BLEND);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.texcombinergb[0] = GL_MODULATE;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
else
{
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
if (r_textureunits.integer >= 2)
{
// voodoo2
-#if 1
- m.tex[0] = R_GetTexture(basetexture);
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
-#else
- m.tex[0] = R_GetTexture(basetexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- R_Mesh_State(&m);
-#endif
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_UseColorArray();
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
- R_Mesh_Draw(numverts, numtriangles, elements);
- }
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
}
- else
+ R_Mesh_State_Texture(&m);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
- // voodoo1
-#if 1
- m.tex[0] = R_GetTexture(basetexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
- qglEnable(GL_BLEND);
-#else
- m.tex[0] = R_GetTexture(basetexture);
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- R_Mesh_State(&m);
-#endif
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- GL_UseColorArray();
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ if (r_textureunits.integer >= 2)
+ R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ else
R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
- R_Mesh_Draw(numverts, numtriangles, elements);
- }
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
}
}
}
void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
- float color[3], color2[3];
+ float color[3], color2[3], colorscale;
rmeshstate_t m;
if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
return;
- memset(&m, 0, sizeof(m));
- if (!bumptexture)
- bumptexture = r_shadow_blankbumptexture;
if (!glosstexture)
glosstexture = r_shadow_blankglosstexture;
if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
{
+ colorscale = r_shadow_glossintensity.value;
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ if (glosstexture == r_shadow_blankglosstexture)
+ colorscale *= r_shadow_gloss2intensity.value;
+ GL_VertexPointer(vertex3f);
+ GL_Color(1,1,1,1);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// 2/0/0/1/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
// this squares the result
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- m.tex[0] = 0;
- m.texcubemap[1] = 0;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
// square alpha in framebuffer a few times to make it shiny
- qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- for (renders = 0;renders < 2;renders++)
- {
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- }
- c_rt_lightmeshes += 3;
- c_rt_lighttris += numtriangles * 3;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
+ m.pointer_texcoord[0] = varray_texcoord3f[0];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- m.tex3d[0] = 0;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, colorscale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// 2/0/0/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
// this squares the result
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- m.tex[0] = 0;
- m.texcubemap[1] = 0;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
// square alpha in framebuffer a few times to make it shiny
- qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- for (renders = 0;renders < 2;renders++)
- {
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- }
- c_rt_lightmeshes += 3;
- c_rt_lighttris += numtriangles * 3;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, colorscale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// 2/0/0/2/2 2D combine blendsquare path
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(bumptexture);
m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
qglColorMask(0,0,0,1);
// this squares the result
- qglEnable(GL_BLEND);
- qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
- m.tex[0] = 0;
- m.texcubemap[1] = 0;
- m.texcombinergb[1] = GL_MODULATE;
- R_Mesh_TextureState(&m);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
// square alpha in framebuffer a few times to make it shiny
- qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- for (renders = 0;renders < 2;renders++)
- {
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- }
- c_rt_lightmeshes += 3;
- c_rt_lighttris += numtriangles * 3;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- R_Mesh_TextureState(&m);
- qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.texcubemap[1] = R_GetTexture(lightcubemap);
- R_Mesh_TextureState(&m);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
- qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, colorscale, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
GL_Color(color[0], color[1], color[2], 1);
- R_Mesh_GetSpace(numverts);
- R_Mesh_CopyVertex3f(vertex3f, numverts);
- R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
- if (lightcubemap)
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
}
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
+void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
{
R_Mesh_Matrix(matrix);
- R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
+ 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_modeltofilter, 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_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, NULL);
+ }
}
cvar_t r_editlights = {0, "r_editlights", "0"};
worldlight_t *r_shadow_selectedlight;
vec3_t r_editlights_cursorlocation;
-static int castshadowcount = 1;
+static int lightpvsbytes;
+static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
{
- int i, j, k, l, maxverts = 256, *mark, tris;
- float *vertex3f = NULL;
+ int i, j, k, l, maxverts = 256, tris;
+ float *vertex3f = NULL, mins[3], maxs[3];
worldlight_t *e;
- shadowmesh_t *mesh, *castmesh;
- mleaf_t *leaf;
- msurface_t *surf;
- qbyte *pvs;
- surfmesh_t *surfmesh;
+ shadowmesh_t *mesh, *castmesh = NULL;
if (radius < 15 || DotProduct(color, color) < 0.03)
{
e->cullradius = e->lightradius;
for (k = 0;k < 3;k++)
{
- e->mins[k] = e->origin[k] - e->lightradius;
- e->maxs[k] = e->origin[k] + e->lightradius;
+ mins[k] = e->origin[k] - e->lightradius;
+ maxs[k] = e->origin[k] + e->lightradius;
}
e->next = r_shadow_worldlightchain;
strcpy(e->cubemapname, cubemapname);
// FIXME: add cubemap loading (and don't load a cubemap twice)
}
+ // FIXME: rewrite this to store ALL geometry into a cache in the light
+ if (e->castshadows)
+ castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
if (cl.worldmodel)
{
- castshadowcount++;
- i = Mod_PointContents(e->origin, cl.worldmodel);
- if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+ if (cl.worldmodel->brushq3.num_leafs)
+ {
+ q3mleaf_t *leaf;
+ q3mface_t *face;
+ lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+ VectorCopy(e->origin, e->mins);
+ VectorCopy(e->origin, e->maxs);
+ for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
+ face->lighttemp_castshadow = false;
+ for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
+ {
+ if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ {
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+ if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ }
+ for (j = 0;j < leaf->numleaffaces;j++)
+ {
+ face = leaf->firstleafface[j];
+ if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
+ face->lighttemp_castshadow = true;
+ }
+ }
+ }
+
+ // add surfaces to shadow casting mesh and light mesh
+ for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
+ {
+ if (face->lighttemp_castshadow)
+ {
+ face->lighttemp_castshadow = false;
+ if (!(face->texture->renderflags & (Q3MTEXTURERENDERFLAGS_NODRAW | Q3MTEXTURERENDERFLAGS_SKY)))
+ {
+ if (e->castshadows)
+ if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
+ if (!(face->texture->renderflags & (Q3MTEXTURERENDERFLAGS_SKY)))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
+ }
+ }
+ }
+ }
+ else if (cl.worldmodel->brushq1.numleafs)
{
- qbyte *byteleafpvs;
- qbyte *bytesurfacepvs;
+ mleaf_t *leaf;
+ msurface_t *surf;
+ VectorCopy(e->origin, e->mins);
+ VectorCopy(e->origin, e->maxs);
+ i = CL_PointQ1Contents(e->origin);
- byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
- bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+ surf->lighttemp_castshadow = false;
- Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
+ if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+ {
+ qbyte *byteleafpvs;
+ qbyte *bytesurfacepvs;
- for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
- if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
- leaf->worldnodeframe = castshadowcount;
+ byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
+ bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
- for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
- if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
- surf->castshadow = castshadowcount;
+ Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
- Mem_Free(byteleafpvs);
- Mem_Free(bytesurfacepvs);
- }
- else
- {
- leaf = Mod_PointInLeaf(origin, cl.worldmodel);
- pvs = Mod_LeafPVS(leaf, cl.worldmodel);
- for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
+ {
+ if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ {
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+ if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ }
+ }
+ }
+
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
+ if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
+ surf->lighttemp_castshadow = true;
+
+ Mem_Free(byteleafpvs);
+ Mem_Free(bytesurfacepvs);
+ }
+ else
{
- if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+ lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+ for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
{
- leaf->worldnodeframe = castshadowcount;
- for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
+ if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
{
- surf = cl.worldmodel->surfaces + *mark;
- if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
- surf->castshadow = castshadowcount;
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+ if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ }
+ for (j = 0;j < leaf->nummarksurfaces;j++)
+ {
+ surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
+ if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
+ surf->lighttemp_castshadow = true;
+ }
}
}
}
- }
- e->numleafs = 0;
- for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
- if (leaf->worldnodeframe == castshadowcount)
- e->numleafs++;
- e->numsurfaces = 0;
- for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
- if (surf->castshadow == castshadowcount)
- e->numsurfaces++;
-
- if (e->numleafs)
- e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
- if (e->numsurfaces)
- e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
- e->numleafs = 0;
- for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
- if (leaf->worldnodeframe == castshadowcount)
- e->leafs[e->numleafs++] = leaf;
- e->numsurfaces = 0;
- for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
- if (surf->castshadow == castshadowcount)
- e->surfaces[e->numsurfaces++] = surf;
-
- // find bounding box of lit leafs
- VectorCopy(e->origin, e->mins);
- VectorCopy(e->origin, e->maxs);
- for (j = 0;j < e->numleafs;j++)
- {
- leaf = e->leafs[j];
- for (k = 0;k < 3;k++)
+ // add surfaces to shadow casting mesh and light mesh
+ for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
{
- if (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 (surf->lighttemp_castshadow)
+ {
+ surf->lighttemp_castshadow = false;
+ if (e->castshadows && (surf->flags & SURF_SHADOWCAST))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ if (!(surf->flags & SURF_DRAWSKY))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
}
}
+ }
- for (k = 0;k < 3;k++)
+ // limit box to light bounds (in case it grew larger)
+ for (k = 0;k < 3;k++)
+ {
+ if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
+ if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+ }
+ e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+
+ // cast shadow volume from castmesh
+ castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
+ if (castmesh)
+ {
+ maxverts = 0;
+ for (mesh = castmesh;mesh;mesh = mesh->next)
{
- if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
- if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+ R_Shadow_ResizeShadowElements(mesh->numtriangles);
+ maxverts = max(maxverts, mesh->numverts * 2);
}
- e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
- if (e->castshadows)
+ if (maxverts > 0)
{
- castshadowcount++;
- for (j = 0;j < e->numsurfaces;j++)
- {
- surf = e->surfaces[j];
- if (surf->flags & SURF_SHADOWCAST)
- {
- surf->castshadow = castshadowcount;
- if (maxverts < surf->poly_numverts)
- maxverts = surf->poly_numverts;
- }
- }
- e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
- // make a mesh to cast a shadow volume from
- castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
- for (j = 0;j < e->numsurfaces;j++)
- if (e->surfaces[j]->castshadow == castshadowcount)
- for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
- castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
-
- // cast shadow volume from castmesh
+ vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
+ // now that we have the buffers big enough, construct and add
+ // the shadow volume mesh
+ if (e->castshadows)
+ e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
for (mesh = castmesh;mesh;mesh = mesh->next)
{
- R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
- R_Shadow_ResizeShadowElements(castmesh->numtriangles);
-
- if (maxverts < castmesh->numverts * 2)
- {
- maxverts = castmesh->numverts * 2;
- if (vertex3f)
- Mem_Free(vertex3f);
- vertex3f = NULL;
- }
- if (vertex3f == NULL && maxverts > 0)
- vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
-
- // now that we have the buffers big enough, construct shadow volume mesh
- memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
- tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
- tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value);
- // add the constructed shadow volume mesh
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
+ 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);
}
- if (vertex3f)
- Mem_Free(vertex3f);
+ Mem_Free(vertex3f);
vertex3f = NULL;
- // we're done with castmesh now
- Mod_ShadowMesh_Free(castmesh);
- e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
- for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
- l += mesh->numtriangles;
- Con_Printf("static shadow volume built containing %i triangles\n", l);
}
- }
- Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
+ // we're done with castmesh now
+ 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);
+
+ k = 0;
+ if (e->meshchain_shadow)
+ for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
+ k += mesh->numtriangles;
+ l = 0;
+ if (e->meshchain_light)
+ for (mesh = e->meshchain_light;mesh;mesh = mesh->next)
+ l += mesh->numtriangles;
+ Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
}
void R_Shadow_FreeWorldLight(worldlight_t *light)
*lightpointer = light->next;
if (light->cubemapname)
Mem_Free(light->cubemapname);
- if (light->shadowvolume)
- Mod_ShadowMesh_Free(light->shadowvolume);
- if (light->surfaces)
- Mem_Free(light->surfaces);
- if (light->leafs)
- Mem_Free(light->leafs);
+ if (light->meshchain_shadow)
+ Mod_ShadowMesh_Free(light->meshchain_shadow);
+ if (light->meshchain_light)
+ Mod_ShadowMesh_Free(light->meshchain_light);
Mem_Free(light);
}
r_shadow_selectedlight->selected = true;
}
-
-void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
-{
- rmeshstate_t m;
- float diff[3];
-
- if (fogenabled)
- {
- VectorSubtract(origin, r_origin, diff);
- ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = texnum;
- R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
-
- GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
- R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
-}
+rtexture_t *lighttextures[5];
void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
{
- cachepic_t *pic;
- pic = Draw_CachePic("gfx/crosshair1.tga");
- if (pic)
- R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+ float scale = r_editlights_cursorgrid.value * 0.5f;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
intensity = 0.5;
if (light->selected)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
- if (light->shadowvolume)
- R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
- else
- R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+ if (!light->meshchain_shadow)
+ intensity *= 0.5f;
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
void R_Shadow_DrawLightSprites(void)
{
- int i, texnums[5];
+ int i;
cachepic_t *pic;
worldlight_t *light;
for (i = 0;i < 5;i++)
{
- pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
- if (pic)
- texnums[i] = R_GetTexture(pic->tex);
- else
- texnums[i] = 0;
+ lighttextures[i] = NULL;
+ if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+ lighttextures[i] = pic->tex;
}
for (light = r_shadow_worldlightchain;light;light = light->next)
- R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
}
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+ if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
{
bestrating = rating;
best = light;
Con_Printf("No map loaded.\n");
return;
}
- FS_StripExtension(cl.worldmodel->name, name);
- strcat(name, ".rtlights");
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".rtlights", sizeof (name));
lightsstring = FS_LoadFile(name, false);
if (lightsstring)
{
Con_Printf("No map loaded.\n");
return;
}
- FS_StripExtension(cl.worldmodel->name, name);
- strcat(name, ".rtlights");
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
- if (bufchars + strlen(line) > bufmaxchars)
+ sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+ if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
Con_Printf("No map loaded.\n");
return;
}
- FS_StripExtension(cl.worldmodel->name, name);
- strcat(name, ".lights");
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".lights", sizeof (name));
lightsstring = FS_LoadFile(name, false);
if (lightsstring)
{
Con_Printf("No map loaded.\n");
return;
}
- data = cl.worldmodel->entities;
+ data = cl.worldmodel->brush.entities;
if (!data)
return;
- for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
+ for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
{
light = 0;
origin[0] = origin[1] = origin[2] = 0;
islight = false;
while (1)
{
- if (!COM_ParseToken(&data))
+ if (!COM_ParseToken(&data, false))
break; // error
if (com_token[0] == '}')
break; // end of entity
strcpy(key, com_token);
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseToken(&data))
+ if (!COM_ParseToken(&data, false))
break; // error
strcpy(value, com_token);
vec_t dist, push, frac;
vec3_t dest, endpos, normal;
VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
- frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
+ frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
if (frac < 1)
{
dist = frac * r_editlights_cursordistance.value;
void R_Shadow_UpdateWorldLightSelection(void)
{
- R_Shadow_SetCursorLocationForView();
if (r_editlights.integer)
{
+ R_Shadow_SetCursorLocationForView();
R_Shadow_SelectLightInView();
R_Shadow_DrawLightSprites();
}
r_shadow_selectedlight = NULL;
}
+void R_Shadow_EditLights_Help_f(void)
+{
+ Con_Printf(
+"Documentation on r_editlights system:\n"
+"Settings:\n"
+"r_editlights : enable/disable editing mode\n"
+"r_editlights_cursordistance : maximum distance of cursor from eye\n"
+"r_editlights_cursorpushback : push back cursor this far from surface\n"
+"r_editlights_cursorpushoff : push cursor off surface this far\n"
+"r_editlights_cursorgrid : snap cursor to grid of this size\n"
+"r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
+"r_editlights_rtlightssizescale : imported rtlight size scaling\n"
+"r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
+"Commands:\n"
+"r_editlights_help : this help\n"
+"r_editlights_clear : remove all lights\n"
+"r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_save : save to .rtlights file\n"
+"r_editlights_spawn : create a light with default settings\n"
+"r_editlights_edit command : edit selected light - more documentation below\n"
+"r_editlights_remove : remove selected light\n"
+"r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
+"r_editlights_importlightentitiesfrommap : reload light entities\n"
+"r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
+"Edit commands:\n"
+"origin x y z : set light location\n"
+"originx x: set x component of light location\n"
+"originy y: set y component of light location\n"
+"originz z: set z component of light location\n"
+"move x y z : adjust light location\n"
+"movex x: adjust x component of light location\n"
+"movey y: adjust y component of light location\n"
+"movez z: adjust z component of light location\n"
+"color r g b : set color of light (can be brighter than 1 1 1)\n"
+"radius radius : set radius (size) of light\n"
+"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
+"cubemap basename : set filter cubemap of light (not yet supported)\n"
+"shadows 1/0 : turn on/off shadows\n"
+"<nothing> : print light properties to console\n"
+ );
+}
+
void R_Shadow_EditLights_Init(void)
{
Cvar_RegisterVariable(&r_editlights);
Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
+ Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);