int r_shadow_shadowmapmaxsize;
qboolean r_shadow_shadowmapvsdct;
qboolean r_shadow_shadowmapsampler;
+qboolean r_shadow_shadowmapshadowsampler;
int r_shadow_shadowmappcf;
int r_shadow_shadowmapborder;
matrix4x4_t r_shadow_shadowmapmatrix;
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
+cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
+cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
+cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
+cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
+cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
+cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
+cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
+cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
+cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
+cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
+cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
+cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
+cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
+cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
+cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
+cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
+
typedef struct r_shadow_bouncegrid_settings_s
{
r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
+ r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
r_shadow_shadowmaplod = -1;
r_shadow_shadowmappcf = 1;
else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
{
- r_shadow_shadowmapsampler = vid.support.arb_shadow;
+ r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
r_shadow_shadowmappcf = 1;
}
- else if(strstr(gl_vendor, "ATI"))
+ else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
r_shadow_shadowmappcf = 1;
else
- r_shadow_shadowmapsampler = vid.support.arb_shadow;
+ r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
}
else
{
switch (r_shadow_shadowmapfilterquality)
{
case 1:
- r_shadow_shadowmapsampler = vid.support.arb_shadow;
+ r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
break;
case 2:
- r_shadow_shadowmapsampler = vid.support.arb_shadow;
+ r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
r_shadow_shadowmappcf = 1;
break;
case 3:
break;
}
}
+
+ if(R_CompileShader_CheckStaticParms())
+ R_GLSL_Restart_f();
}
qboolean R_Shadow_ShadowMappingEnabled(void)
Cvar_RegisterVariable(&r_shadow_shadowmapping);
Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
+ Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
{
int i;
- vec3_t p, n;
+ vec3_t o, p, n;
int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
float scale = (size - 2*border)/size, len;
float bias = border / (float)(size - border), dp, dn, ap, an;
// check if cone enclosing side would cross frustum plane
scale = 2 / (scale*scale + 2);
+ Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
for (i = 0;i < 5;i++)
{
- if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
+ if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125)
continue;
Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
len = scale*VectorLength2(n);
if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
}
- if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
+ if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
{
Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
- len = scale*VectorLength(n);
+ len = scale*VectorLength2(n);
if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
if (r_shadow_shadowmap2ddepthtexture) return;
if (r_fb.usedepthtextures)
{
- r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), false);
+ r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
r_shadow_shadowmap2ddepthbuffer = NULL;
r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
}
qboolean nolight;
rtlight->draw = false;
+ rtlight->cached_numlightentities = 0;
+ rtlight->cached_numlightentities_noselfshadow = 0;
+ rtlight->cached_numshadowentities = 0;
+ rtlight->cached_numshadowentities_noselfshadow = 0;
+ rtlight->cached_numsurfaces = 0;
+ rtlight->cached_lightentities = NULL;
+ rtlight->cached_lightentities_noselfshadow = NULL;
+ rtlight->cached_shadowentities = NULL;
+ rtlight->cached_shadowentities_noselfshadow = NULL;
+ rtlight->cached_shadowtrispvs = NULL;
+ rtlight->cached_lighttrispvs = NULL;
+ rtlight->cached_surfacelist = NULL;
// skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
// skip lights that are basically invisible (color 0 0 0)
R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
+ // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
+ if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
+ return;
+
if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
// compiled light, world available and can receive realtime lighting
(r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
+ r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
R_Shadow_FreeShadowMaps();
r_shadow_prepass_width = vid.width;
r_shadow_prepass_height = vid.height;
r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
- r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
- if (r_shadow_bouncegrid.integer != 2)
+ if (r_shadow_debuglight.integer >= 0)
+ {
+ lightindex = r_shadow_debuglight.integer;
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light)
+ R_Shadow_PrepareLight(&light->rtlight);
+ }
+ else
{
- if (r_shadow_debuglight.integer >= 0)
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- lightindex = r_shadow_debuglight.integer;
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light)
+ if (light && (light->flags & flag))
R_Shadow_PrepareLight(&light->rtlight);
}
- else
- {
- range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- for (lightindex = 0;lightindex < range;lightindex++)
- {
- light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
- R_Shadow_PrepareLight(&light->rtlight);
- }
- }
}
if (r_refdef.scene.rtdlight)
{
R_Shadow_RenderMode_Begin();
- if (r_shadow_bouncegrid.integer != 2)
+ flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ if (r_shadow_debuglight.integer >= 0)
{
- flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
- if (r_shadow_debuglight.integer >= 0)
+ lightindex = r_shadow_debuglight.integer;
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (light)
+ R_Shadow_DrawLight(&light->rtlight);
+ }
+ else
+ {
+ range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ for (lightindex = 0;lightindex < range;lightindex++)
{
- lightindex = r_shadow_debuglight.integer;
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light)
+ if (light && (light->flags & flag))
R_Shadow_DrawLight(&light->rtlight);
}
- else
- {
- range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- for (lightindex = 0;lightindex < range;lightindex++)
- {
- light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (light && (light->flags & flag))
- R_Shadow_DrawLight(&light->rtlight);
- }
- }
}
if (r_refdef.scene.rtdlight)
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
{
int i;
float scale, size, radius, dot1, dot2;
+ prvm_vec3_t prvmshadowdir, prvmshadowfocus;
vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
entity_render_t *ent;
scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
radius = 0.5f * size / scale;
- Math_atov(r_shadows_throwdirection.string, shadowdir);
+ Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
+ VectorCopy(prvmshadowdir, shadowdir);
VectorNormalize(shadowdir);
dot1 = DotProduct(r_refdef.view.forward, shadowdir);
dot2 = DotProduct(r_refdef.view.up, shadowdir);
VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
VectorNormalize(shadowforward);
CrossProduct(shadowdir, shadowforward, shadowright);
- Math_atov(r_shadows_focus.string, shadowfocus);
+ Math_atov(r_shadows_focus.string, prvmshadowfocus);
+ VectorCopy(prvmshadowfocus, shadowfocus);
VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
vec3_t relativelightdirection, relativeforward, relativeright;
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
+ prvm_vec3_t prvmshadowdir, prvmshadowfocus;
float m[12];
matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
r_viewport_t viewport;
r_shadow_shadowmap_parameters[2] = 1.0;
r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
- Math_atov(r_shadows_throwdirection.string, shadowdir);
+ Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
+ VectorCopy(prvmshadowdir, shadowdir);
VectorNormalize(shadowdir);
- Math_atov(r_shadows_focus.string, shadowfocus);
+ Math_atov(r_shadows_focus.string, prvmshadowfocus);
+ VectorCopy(prvmshadowfocus, shadowfocus);
VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
vec3_t relativelightdirection;
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
+ prvm_vec3_t prvmshadowdir;
if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
return;
// get shadow dir
if (r_shadows.integer == 2)
{
- Math_atov(r_shadows_throwdirection.string, shadowdir);
+ Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
+ VectorCopy(prvmshadowdir, shadowdir);
VectorNormalize(shadowdir);
}
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light)
- R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
+ R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
}
if (!r_editlights_lockcursor)
- R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
+ R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
}
int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
n = 0;
while (*s)
{
- t = s;
/*
+ t = s;
shadow = true;
for (;COM_Parse(t, true) && strcmp(
if (COM_Parse(t, true))
int lightnumber, lightcount;
size_t lightindex, range;
dlight_t *light;
- float x, y;
char temp[256];
+ float x, y;
+
if (!r_editlights.integer)
return;
+
+ // update cvars so QC can query them
+ if (r_shadow_selectedlight)
+ {
+ dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+ Cvar_SetQuick(&r_editlights_current_origin, temp);
+ dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+ Cvar_SetQuick(&r_editlights_current_angles, temp);
+ dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+ Cvar_SetQuick(&r_editlights_current_color, temp);
+ Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
+ Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
+ Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
+ Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
+ Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
+ Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
+ Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
+ Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
+ Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
+ Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
+ Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
+ }
+
+ // draw properties on screen
+ if (!r_editlights_drawproperties.integer)
+ return;
x = vid_conwidth.value - 240;
y = 5;
DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
"sizescale scale : multiply radius (size) of light (1 does nothing)\n"
"originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
-"cubemap basename : set filter cubemap of light (not yet supported)\n"
+"cubemap basename : set filter cubemap of light\n"
"shadows 1/0 : turn on/off shadows\n"
"corona n : set corona intensity\n"
"coronasize n : set corona size (0-1)\n"
Cvar_RegisterVariable(&r_editlights_cursorpushoff);
Cvar_RegisterVariable(&r_editlights_cursorgrid);
Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
+ Cvar_RegisterVariable(&r_editlights_drawproperties);
+ Cvar_RegisterVariable(&r_editlights_current_origin);
+ Cvar_RegisterVariable(&r_editlights_current_angles);
+ Cvar_RegisterVariable(&r_editlights_current_color);
+ Cvar_RegisterVariable(&r_editlights_current_radius);
+ Cvar_RegisterVariable(&r_editlights_current_corona);
+ Cvar_RegisterVariable(&r_editlights_current_coronasize);
+ Cvar_RegisterVariable(&r_editlights_current_style);
+ Cvar_RegisterVariable(&r_editlights_current_shadows);
+ Cvar_RegisterVariable(&r_editlights_current_cubemap);
+ Cvar_RegisterVariable(&r_editlights_current_ambient);
+ Cvar_RegisterVariable(&r_editlights_current_diffuse);
+ Cvar_RegisterVariable(&r_editlights_current_specular);
+ Cvar_RegisterVariable(&r_editlights_current_normalmode);
+ Cvar_RegisterVariable(&r_editlights_current_realtimemode);
Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
=============================================================================
*/
-void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
+void R_LightPoint(float *color, const vec3_t p, const int flags)
{
int i, numlights, flag;
float f, relativepoint[3], dist, dist2, lightradius2;