X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=5b5d53fda680b41caa795429b935a65b064aa4da;hb=22ab5b495c2c169dc7755003294e5431ad300265;hp=bd0f1c0bb36bf6218c428d51ec7795c412b864a1;hpb=61f6f92291491fe35ecd38747e37e6d569fec28d;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index bd0f1c0b..5b5d53fd 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -131,9 +131,12 @@ mempool_t *r_shadow_mempool; int maxshadowelements; int *shadowelements; -int maxtrianglefacinglight; -qbyte *trianglefacinglight; -int *trianglefacinglightlist; + +int maxshadowmark; +int numshadowmark; +int *shadowmark; +int *shadowmarklist; +int shadowmarkcount; int maxvertexupdate; int *vertexupdate; @@ -174,6 +177,8 @@ cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegener cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"}; cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"}; cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"}; +cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; +cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"}; int c_rt_lights, c_rt_clears, c_rt_scissored; int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris; @@ -195,9 +200,11 @@ void r_shadow_start(void) vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; - maxtrianglefacinglight = 0; - trianglefacinglight = NULL; - trianglefacinglightlist = NULL; + maxshadowmark = 0; + numshadowmark = 0; + shadowmark = NULL; + shadowmarklist = NULL; + shadowmarkcount = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -228,9 +235,11 @@ void r_shadow_shutdown(void) vertexupdate = NULL; vertexremap = NULL; vertexupdatenum = 0; - maxtrianglefacinglight = 0; - trianglefacinglight = NULL; - trianglefacinglightlist = NULL; + maxshadowmark = 0; + numshadowmark = 0; + shadowmark = NULL; + shadowmarklist = NULL; + shadowmarkcount = 0; Mem_FreePool(&r_shadow_mempool); } @@ -297,27 +306,37 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_worldshadows); Cvar_RegisterVariable(&r_shadow_dlightshadows); Cvar_RegisterVariable(&r_shadow_showtris); + Cvar_RegisterVariable(&r_shadow_staticworldlights); + Cvar_RegisterVariable(&r_shadow_cull); + if (gamemode == GAME_TENEBRAE) + { + Cvar_SetValue("r_shadow_gloss", 2); + Cvar_SetValue("r_shadow_bumpscale_basetexture", 4); + } 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); } -void R_Shadow_ResizeTriangleFacingLight(int numtris) +matrix4x4_t matrix_attenuationxyz = { - // make sure trianglefacinglight is big enough for this volume - // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e - // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3 - if (maxtrianglefacinglight < numtris) { - maxtrianglefacinglight = numtris; - if (trianglefacinglight) - Mem_Free(trianglefacinglight); - if (trianglefacinglightlist) - Mem_Free(trianglefacinglightlist); - trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight); - trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight); + {0.5, 0.0, 0.0, 0.5}, + {0.0, 0.5, 0.0, 0.5}, + {0.0, 0.0, 0.5, 0.5}, + {0.0, 0.0, 0.0, 1.0} } -} +}; + +matrix4x4_t matrix_attenuationz = +{ + { + {0.0, 0.0, 0.5, 0.5}, + {0.0, 0.0, 0.0, 0.0}, + {0.0, 0.0, 0.0, 0.0}, + {0.0, 0.0, 0.0, 1.0} + } +}; int *R_Shadow_ResizeShadowElements(int numtris) { @@ -332,68 +351,36 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -/* -// readable version of some code found below -//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) -int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c) +void R_Shadow_PrepareShadowMark(int numtris) { - 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); + // make sure shadowmark is big enough for this volume + if (maxshadowmark < numtris) + { + maxshadowmark = numtris; + if (shadowmark) + Mem_Free(shadowmark); + if (shadowmarklist) + Mem_Free(shadowmarklist); + shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmarkcount = 0; + } + shadowmarkcount++; + // if shadowmarkcount wrapped we clear the array and adjust accordingly + if (shadowmarkcount == 0) + { + shadowmarkcount = 1; + memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark)); + } + numshadowmark = 0; } -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) +int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) { - int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0; - const float *v[3]; - const int *e, *n, *te; + int i, j, tris = 0, vr[3], t, outvertices = 0; + const int *e, *n; float f, temp[3]; - // make sure trianglefacinglight is big enough for this volume - if (maxtrianglefacinglight < trianglerange_end) - R_Shadow_ResizeTriangleFacingLight(trianglerange_end); - if (maxvertexupdate < innumvertices) { maxvertexupdate = innumvertices; @@ -403,220 +390,91 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i Mem_Free(vertexremap); vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexupdatenum = 0; } vertexupdatenum++; - - if (r_shadow_singlepassvolumegeneration.integer) + if (vertexupdatenum == 0) { - // one pass approach (identify lit/dark faces and generate sides while doing so) - for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3) - { - // calculate triangle facing flag - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))) - { - // make sure the vertices are created - for (j = 0;j < 3;j++) - { - if (vertexupdate[e[j]] != vertexupdatenum) - { - vertexupdate[e[j]] = vertexupdatenum; - vertexremap[e[j]] = outvertices; - VectorCopy(v[j], outvertex3f); - VectorSubtract(v[j], relativelightorigin, temp); - f = projectdistance / VectorLength(temp); - VectorMA(relativelightorigin, f, temp, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; - } - } - // output the front and back triangles - vr[0] = vertexremap[e[0]]; - vr[1] = vertexremap[e[1]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[0]; - outelement3i[1] = vr[1]; - outelement3i[2] = vr[2]; - outelement3i[3] = vr[2] + 1; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[0] + 1; - outelement3i += 6; - tris += 2; - // output the sides (facing outward from this triangle) - t = n[0]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - outelement3i[0] = vr[1]; - outelement3i[1] = vr[0]; - outelement3i[2] = vr[0] + 1; - outelement3i[3] = vr[1]; - outelement3i[4] = vr[0] + 1; - outelement3i[5] = vr[1] + 1; - outelement3i += 6; - tris += 2; - } - t = n[1]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - outelement3i[0] = vr[2]; - outelement3i[1] = vr[1]; - outelement3i[2] = vr[1] + 1; - outelement3i[3] = vr[2]; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[2] + 1; - outelement3i += 6; - tris += 2; - } - t = n[2]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - outelement3i[0] = vr[0]; - outelement3i[1] = vr[2]; - outelement3i[2] = vr[2] + 1; - outelement3i[3] = vr[0]; - outelement3i[4] = vr[2] + 1; - outelement3i[5] = vr[0] + 1; - outelement3i += 6; - tris += 2; - } - } - else - { - // this triangle is not facing the light - // output the sides (facing inward to this triangle) - t = n[0]; - if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) - { - vr[0] = vertexremap[e[0]]; - vr[1] = vertexremap[e[1]]; - outelement3i[0] = vr[1]; - outelement3i[1] = vr[0] + 1; - outelement3i[2] = vr[0]; - outelement3i[3] = vr[1]; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[0] + 1; - outelement3i += 6; - tris += 2; - } - t = n[1]; - if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) - { - vr[1] = vertexremap[e[1]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[2]; - outelement3i[1] = vr[1] + 1; - outelement3i[2] = vr[1]; - outelement3i[3] = vr[2]; - outelement3i[4] = vr[2] + 1; - outelement3i[5] = vr[1] + 1; - outelement3i += 6; - tris += 2; - } - t = n[2]; - if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) - { - vr[0] = vertexremap[e[0]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[0]; - outelement3i[1] = vr[2] + 1; - outelement3i[2] = vr[2]; - outelement3i[3] = vr[0]; - outelement3i[4] = vr[0] + 1; - outelement3i[5] = vr[2] + 1; - outelement3i += 6; - tris += 2; - } - } - } + vertexupdatenum = 1; + memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); + memset(vertexremap, 0, maxvertexupdate * sizeof(int)); } - else + + for (i = 0;i < numshadowmarktris;i++) { - // two pass approach (identify lit/dark faces and then generate sides) - for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3) + t = shadowmarktris[i]; + shadowmark[t] = shadowmarkcount; + e = inelement3i + t * 3; + // make sure the vertices are created + for (j = 0;j < 3;j++) { - // calculate triangle facing flag - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))) + if (vertexupdate[e[j]] != vertexupdatenum) { - trianglefacinglightlist[numfacing++] = i; - // make sure the vertices are created - for (j = 0;j < 3;j++) - { - if (vertexupdate[e[j]] != vertexupdatenum) - { - vertexupdate[e[j]] = vertexupdatenum; - vertexremap[e[j]] = outvertices; - VectorSubtract(v[j], relativelightorigin, temp); - f = projectdistance / VectorLength(temp); - VectorCopy(v[j], outvertex3f); - VectorMA(relativelightorigin, f, temp, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; - } - } - // output the front and back triangles - outelement3i[0] = vertexremap[e[0]]; - outelement3i[1] = vertexremap[e[1]]; - outelement3i[2] = vertexremap[e[2]]; - outelement3i[3] = vertexremap[e[2]] + 1; - outelement3i[4] = vertexremap[e[1]] + 1; - outelement3i[5] = vertexremap[e[0]] + 1; - outelement3i += 6; - tris += 2; + vertexupdate[e[j]] = vertexupdatenum; + vertexremap[e[j]] = outvertices; + VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp); + f = projectdistance / VectorLength(temp); + VectorCopy(invertex3f + e[j] * 3, outvertex3f); + VectorMA(projectorigin, f, temp, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; } } - for (i = 0;i < numfacing;i++) + // output the front and back triangles + outelement3i[0] = vertexremap[e[0]]; + outelement3i[1] = vertexremap[e[1]]; + outelement3i[2] = vertexremap[e[2]]; + outelement3i[3] = vertexremap[e[2]] + 1; + outelement3i[4] = vertexremap[e[1]] + 1; + outelement3i[5] = vertexremap[e[0]] + 1; + outelement3i += 6; + tris += 2; + } + + for (i = 0;i < numshadowmarktris;i++) + { + t = shadowmarktris[i]; + e = inelement3i + t * 3; + n = inneighbor3i + t * 3; + // output the sides (facing outward from this triangle) + if (shadowmark[n[0]] != shadowmarkcount) { - t = trianglefacinglightlist[i]; - e = inelement3i + t * 3; - n = inneighbor3i + t * 3; - // output the sides (facing outward from this triangle) - t = n[0]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - vr[0] = vertexremap[e[0]]; - vr[1] = vertexremap[e[1]]; - outelement3i[0] = vr[1]; - outelement3i[1] = vr[0]; - outelement3i[2] = vr[0] + 1; - outelement3i[3] = vr[1]; - outelement3i[4] = vr[0] + 1; - outelement3i[5] = vr[1] + 1; - outelement3i += 6; - tris += 2; - } - t = n[1]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - vr[1] = vertexremap[e[1]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[2]; - outelement3i[1] = vr[1]; - outelement3i[2] = vr[1] + 1; - outelement3i[3] = vr[2]; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[2] + 1; - outelement3i += 6; - tris += 2; - } - t = n[2]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - vr[0] = vertexremap[e[0]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[0]; - outelement3i[1] = vr[2]; - outelement3i[2] = vr[2] + 1; - outelement3i[3] = vr[0]; - outelement3i[4] = vr[2] + 1; - outelement3i[5] = vr[0] + 1; - outelement3i += 6; - tris += 2; - } + vr[0] = vertexremap[e[0]]; + vr[1] = vertexremap[e[1]]; + outelement3i[0] = vr[1]; + outelement3i[1] = vr[0]; + outelement3i[2] = vr[0] + 1; + outelement3i[3] = vr[1]; + outelement3i[4] = vr[0] + 1; + outelement3i[5] = vr[1] + 1; + outelement3i += 6; + tris += 2; + } + if (shadowmark[n[1]] != shadowmarkcount) + { + vr[1] = vertexremap[e[1]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[2]; + outelement3i[1] = vr[1]; + outelement3i[2] = vr[1] + 1; + outelement3i[3] = vr[2]; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[2] + 1; + outelement3i += 6; + tris += 2; + } + if (shadowmark[n[2]] != shadowmarkcount) + { + vr[0] = vertexremap[e[0]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[0]; + outelement3i[1] = vr[2]; + outelement3i[2] = vr[2] + 1; + outelement3i[3] = vr[0]; + outelement3i[4] = vr[2] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; } } if (outnumvertices) @@ -626,7 +484,7 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i float varray_vertex3f2[65536*3]; -void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance) +void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) { int tris, outverts; if (projectdistance < 0.1) @@ -634,36 +492,68 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el Con_Printf("R_Shadow_Volume: projectdistance %f\n"); return; } - if (!numverts) + if (!numverts || !nummarktris) return; - // make sure shadowelements is big enough for this volume - if (maxshadowelements < numtris * 24) - R_Shadow_ResizeShadowElements(numtris); + if (maxshadowelements < nummarktris * 24) + R_Shadow_ResizeShadowElements((nummarktris + 256) * 24); + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris); + R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); +} + +void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs) +{ + int i; + const float *v[3]; - // check which triangles are facing the light, and then output + // check which triangles are facing the , and then output // triangle elements and vertices... by clever use of elements we // can construct the whole shadow from the unprojected vertices and // the projected vertices - if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/))) + + // identify lit faces within the bounding box + R_Shadow_PrepareShadowMark(numtris); + for (i = 0;i < numtris;i++) { - GL_VertexPointer(varray_vertex3f2); - if (r_shadowstage == SHADOWSTAGE_STENCIL) - { - // decrement stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); - R_Mesh_Draw(outverts, tris, shadowelements); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtris; - // increment stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - } - R_Mesh_Draw(outverts, tris, shadowelements); + v[0] = invertex3f + elements[i*3+0] * 3; + v[1] = invertex3f + elements[i*3+1] * 3; + v[2] = invertex3f + elements[i*3+2] * 3; + if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = i; + } + R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist); +} + +void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius) +{ + vec3_t mins, maxs; + mins[0] = projectorigin[0] - radius; + mins[1] = projectorigin[1] - radius; + mins[2] = projectorigin[2] - radius; + maxs[0] = projectorigin[0] + radius; + maxs[1] = projectorigin[1] + radius; + maxs[2] = projectorigin[2] + radius; + R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs); +} + +void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) +{ + GL_VertexPointer(vertex3f); + if (r_shadowstage == SHADOWSTAGE_STENCIL) + { + // decrement stencil if frontface is behind depthbuffer + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + R_Mesh_Draw(numvertices, numtriangles, element3i); c_rt_shadowmeshes++; - c_rt_shadowtris += numtris; + c_rt_shadowtris += numtriangles; + // increment stencil if backface is behind depthbuffer + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } + R_Mesh_Draw(numvertices, numtriangles, element3i); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtriangles; } void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) @@ -843,7 +733,7 @@ void R_Shadow_Stage_Begin(void) R_Mesh_State_Texture(&m); GL_Color(0, 0, 0, 1); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglDisable(GL_SCISSOR_TEST); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); r_shadowstage = SHADOWSTAGE_NONE; c_rt_lights = c_rt_clears = c_rt_scissored = 0; @@ -873,7 +763,7 @@ void R_Shadow_Stage_ShadowVolumes(void) memset(&m, 0, sizeof(m)); R_Mesh_State_Texture(&m); GL_Color(1, 1, 1, 1); - qglColorMask(0, 0, 0, 0); + GL_ColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); @@ -891,7 +781,7 @@ void R_Shadow_Stage_ShadowVolumes(void) qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); r_shadowstage = SHADOWSTAGE_STENCIL; - qglClear(GL_STENCIL_BUFFER_BIT); + GL_Clear(GL_STENCIL_BUFFER_BIT); c_rt_clears++; // LordHavoc note: many shadow volumes reside entirely inside the world // (that is to say they are entirely bounded by their lit surfaces), @@ -913,7 +803,7 @@ void R_Shadow_Stage_LightWithoutShadows(void) qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); + GL_ColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglDisable(GL_STENCIL_TEST); @@ -934,7 +824,7 @@ void R_Shadow_Stage_LightWithShadows(void) qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); + GL_ColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST); @@ -957,8 +847,8 @@ void R_Shadow_Stage_End(void) qglPolygonOffset(0, 0); //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); - qglDisable(GL_SCISSOR_TEST); + GL_ColorMask(1, 1, 1, 1); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); qglDepthFunc(GL_LEQUAL); qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglDisable(GL_STENCIL_TEST); @@ -980,7 +870,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) // (?!? seems like a driver bug) so abort if gl_stencil is false if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) { - qglDisable(GL_SCISSOR_TEST); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return false; } for (i = 0;i < 3;i++) @@ -1126,15 +1016,16 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) ix2 = x2 + 1.0f; iy2 = y2 + 1.0f; //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); - if (ix1 < r_refdef.x) ix1 = r_refdef.x; - if (iy1 < r_refdef.y) iy1 = r_refdef.y; - if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width; - if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height; + if (ix1 < r_view_x) ix1 = r_view_x; + if (iy1 < r_view_y) iy1 = r_view_y; + if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width; + if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height; if (ix2 <= ix1 || iy2 <= iy1) return true; // set up the scissor rectangle - qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - qglEnable(GL_SCISSOR_TEST); + GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1); + //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); + //qglEnable(GL_SCISSOR_TEST); c_rt_scissored++; return false; } @@ -1259,7 +1150,7 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co } } -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) +void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) { int renders; float color[3], color2[3]; @@ -1287,7 +1178,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[1] = varray_texcoord3f[1]; m.pointer_texcoord[2] = varray_texcoord3f[2]; R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); @@ -1302,10 +1193,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element { m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -1326,7 +1217,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord[0] = varray_texcoord3f[0]; R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Mesh_Draw(numverts, numtriangles, elements); @@ -1354,10 +1245,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element { m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -1382,7 +1273,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Mesh_Draw(numverts, numtriangles, elements); @@ -1395,7 +1286,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); @@ -1425,7 +1316,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[2] = varray_texcoord2f[2]; m.pointer_texcoord[3] = varray_texcoord2f[3]; R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); @@ -1441,10 +1332,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element { m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -1467,7 +1358,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element m.pointer_texcoord[0] = varray_texcoord2f[0]; m.pointer_texcoord[1] = varray_texcoord2f[1]; R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); @@ -1496,10 +1387,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element { m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -1538,9 +1429,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element 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); + R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight); else - R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter); + R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; @@ -1548,7 +1439,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element } } -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) +void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) { int renders; float color[3], color2[3], colorscale; @@ -1576,7 +1467,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); @@ -1615,11 +1506,11 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen { m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } m.pointer_texcoord[0] = texcoord2f; R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -1643,7 +1534,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); @@ -1672,7 +1563,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); VectorScale(lightcolor, colorscale, color2); @@ -1697,7 +1588,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen m.pointer_texcoord[0] = texcoord2f; m.pointer_texcoord[1] = varray_texcoord3f[1]; R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); + GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); @@ -1739,11 +1630,11 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen { m.texcubemap[1] = R_GetTexture(lightcubemap); m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); } m.pointer_texcoord[0] = texcoord2f; R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + GL_ColorMask(1,1,1,0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) @@ -1760,239 +1651,102 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen } } -void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix) -{ - R_Mesh_Matrix(matrix); - if (r_shadow_showtris.integer) - { - shadowmesh_t *mesh; - rmeshstate_t m; - int depthenabled = qglIsEnabled(GL_DEPTH_TEST); - int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); - qglDisable(GL_DEPTH_TEST); - qglDisable(GL_STENCIL_TEST); - //qglDisable(GL_CULL_FACE); - qglColorMask(1,1,1,1); - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - GL_Color(0,0.1,0,1); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next) - { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); - } - //qglEnable(GL_CULL_FACE); - if (depthenabled) - qglEnable(GL_DEPTH_TEST); - if (stencilenabled) - { - qglEnable(GL_STENCIL_TEST); - qglColorMask(0,0,0,0); - } - } - R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow); -} - -void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic) { - 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, light->cubemap); - R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap); - } -} - -cvar_t r_editlights = {0, "r_editlights", "0"}; -cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; -cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; -cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; -cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; -cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; -cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; -cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; -worldlight_t *r_shadow_worldlightchain; -worldlight_t *r_shadow_selectedlight; -vec3_t r_editlights_cursorlocation; - -static int lightpvsbytes; -static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8]; -//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; -typedef struct suffixinfo -{ - char *suffix; - int flipx, flipy, flipdiagonal; -} -suffixinfo_t; -static suffixinfo_t suffix[3][6] = -{ - { - {"posx", false, false, false}, - {"negx", false, false, false}, - {"posy", false, false, false}, - {"negy", false, false, false}, - {"posz", false, false, false}, - {"negz", false, false, false} - }, - { - {"px", false, false, false}, - {"nx", false, false, false}, - {"py", false, false, false}, - {"ny", false, false, false}, - {"pz", false, false, false}, - {"nz", false, false, false} - }, - { - {"ft", true, false, true}, - {"bk", false, true, true}, - {"lf", true, true, false}, - {"rt", false, false, false}, - {"up", false, false, false}, - {"dn", false, false, false} - } -}; - -static int componentorder[4] = {0, 1, 2, 3}; - -rtexture_t *R_Shadow_LoadCubemap(const char *basename) -{ - int i, j, cubemapsize; - qbyte *cubemappixels, *image_rgba; - rtexture_t *cubemaptexture; - char name[256]; - // must start 0 so the first loadimagepixels has no requested width/height - cubemapsize = 0; - cubemappixels = NULL; - cubemaptexture = NULL; - for (j = 0;j < 3 && !cubemappixels;j++) - { - for (i = 0;i < 6;i++) - { - snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); - if ((image_rgba = loadimagepixels(name, true, cubemapsize, cubemapsize))) - { - if (image_width == image_height) - { - if (!cubemappixels && image_width >= 1) - { - cubemapsize = image_width; - // note this clears to black, so unavailable sizes are black - cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); - } - if (cubemappixels) - Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); - } - else - Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); - Mem_Free(image_rgba); - } - } - } - if (cubemappixels) - { - if (!r_shadow_filters_texturepool) - r_shadow_filters_texturepool = R_AllocTexturePool(); - cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - Mem_Free(cubemappixels); - } - else - Con_Printf("Failed to load Cubemap \"%s\"\n", basename); - return cubemaptexture; -} - -void R_Shadow_FreeCubemaps(void) -{ - R_FreeTexturePool(&r_shadow_filters_texturepool); + int j, k; + float scale; + R_RTLight_Uncompile(rtlight); + memset(rtlight, 0, sizeof(*rtlight)); + + VectorCopy(light->origin, rtlight->shadoworigin); + VectorCopy(light->color, rtlight->color); + rtlight->radius = light->radius; + rtlight->cullradius = rtlight->radius; + rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius; + rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius; + rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius; + rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius; + rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius; + rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius; + rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius; + rtlight->cubemapname[0] = 0; + if (light->cubemapname[0]) + strcpy(rtlight->cubemapname, light->cubemapname); + else if (light->cubemapnum > 0) + sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum); + rtlight->shadow = light->shadow; + rtlight->corona = light->corona; + rtlight->style = light->style; + rtlight->isstatic = isstatic; + Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix); + // ConcatScale won't work here because this needs to scale rotate and + // translate, not just rotate + scale = 1.0f / rtlight->radius; + for (k = 0;k < 3;k++) + for (j = 0;j < 4;j++) + rtlight->matrix_worldtolight.m[k][j] *= scale; + Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight); + Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight); + + rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f); + rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius; + VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light); + rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2; } -void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow) +// compiles rtlight geometry +// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) +void R_RTLight_Compile(rtlight_t *rtlight) { int i, j, k, l, maxverts = 256, tris; float *vertex3f = NULL, mins[3], maxs[3]; - worldlight_t *e; shadowmesh_t *mesh, *castmesh = NULL; - - if (radius < 15 || DotProduct(color, color) < 0.03) - { - Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n"); - return; - } - - e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t)); - VectorCopy(origin, e->origin); - VectorCopy(color, e->light); - e->lightradius = radius; - e->style = style; - if (e->style < 0 || e->style >= MAX_LIGHTSTYLES) - { - Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES); - e->style = 0; - } - e->castshadows = castshadow; - - e->cullradius = e->lightradius; - for (k = 0;k < 3;k++) - { - mins[k] = e->origin[k] - e->lightradius; - maxs[k] = e->origin[k] + e->lightradius; - } - - e->next = r_shadow_worldlightchain; - r_shadow_worldlightchain = e; - if (cubemapname && cubemapname[0]) - { - e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1); - strcpy(e->cubemapname, cubemapname); - e->cubemap = R_Shadow_LoadCubemap(e->cubemapname); - } - // FIXME: rewrite this to store ALL geometry into a cache in the light - if (e->castshadows) + int lightpvsbytes; + qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8]; + qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8]; + + // compile the light + rtlight->compiled = true; + VectorCopy(rtlight->cullmins, mins); + VectorCopy(rtlight->cullmaxs, maxs); + if (rtlight->shadow) castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); + rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); if (cl.worldmodel) { + lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs)); + memset(lightpvs, 0, lightpvsbytes); 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); + + // make a pvs that only includes things within the box + for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++) + if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + SETPVSBIT(lightpvs, leaf->clusterindex); + + // make a cluster list for fast visibility checking during rendering + for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + rtlight->static_numclusters++; + rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int)); + for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + rtlight->static_clusterindices[rtlight->static_numclusters++] = i; + + VectorCopy(rtlight->shadoworigin, rtlight->cullmins); + VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs); for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) face->lighttemp_castshadow = false; for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++) { - if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && 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]; + if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k]; + if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k]; } for (j = 0;j < leaf->numleaffaces;j++) { @@ -2011,22 +1765,22 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style face->lighttemp_castshadow = false; if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY))) { - if (e->castshadows) + if (rtlight->shadow) if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)) Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i); if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i); + Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i); } } } } - else if (cl.worldmodel->brushq1.numleafs) + else if (cl.worldmodel->brushq1.num_leafs) { mleaf_t *leaf; msurface_t *surf; - VectorCopy(e->origin, e->mins); - VectorCopy(e->origin, e->maxs); - i = CL_PointQ1Contents(e->origin); + VectorCopy(rtlight->shadoworigin, rtlight->cullmins); + VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs); + i = CL_PointQ1Contents(rtlight->shadoworigin); for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) surf->lighttemp_castshadow = false; @@ -2036,41 +1790,53 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style qbyte *byteleafpvs; qbyte *bytesurfacepvs; - byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs); + byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs); bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces); - Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs); + Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs); - for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) + // make a pvs that only includes things within the box + for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) { if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) { + SETPVSBIT(lightpvs, leaf->clusterindex); for (k = 0;k < 3;k++) { - if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; - if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k]; + if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k]; } } } - + for (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); + + // make a cluster list for fast visibility checking during rendering + for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + rtlight->static_numclusters++; + rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int)); + for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + rtlight->static_clusterindices[rtlight->static_numclusters++] = i; } else { - 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++) + for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) { - if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) { + // make a pvs that only includes things within the box + SETPVSBIT(lightpvs, leaf->clusterindex); for (k = 0;k < 3;k++) { - if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; - if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; + if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k]; + if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k]; } for (j = 0;j < leaf->nummarksurfaces;j++) { @@ -2080,6 +1846,20 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style } } } + + // make a pvs that only includes things within the box + for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++) + if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + SETPVSBIT(lightpvs, leaf->clusterindex); + + // make a cluster list for fast visibility checking during rendering + for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + rtlight->static_numclusters++; + rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int)); + for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++) + if (CHECKPVSBIT(lightpvs, i)) + rtlight->static_clusterindices[rtlight->static_numclusters++] = i; } // add surfaces to shadow casting mesh and light mesh @@ -2088,10 +1868,10 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style if (surf->lighttemp_castshadow) { surf->lighttemp_castshadow = false; - if (e->castshadows && (surf->flags & SURF_SHADOWCAST)) + if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST)) Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i); if (!(surf->flags & SURF_DRAWSKY)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i); + Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } @@ -2100,10 +1880,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style // 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; + if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius; + if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius; } - e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin); + rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); + rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); // cast shadow volume from castmesh castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true); @@ -2121,13 +1902,25 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style 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); + if (rtlight->shadow) + rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); for (mesh = castmesh;mesh;mesh = mesh->next) { Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles); - if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value))) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); + R_Shadow_PrepareShadowMark(mesh->numtriangles); + for (i = 0;i < mesh->numtriangles;i++) + { + const float *v[3]; + v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3; + v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3; + v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3; + if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = i; + } + if (maxshadowelements < numshadowmark * 24) + R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24); + if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist))) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); } Mem_Free(vertex3f); vertex3f = NULL; @@ -2136,33 +1929,437 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style Mod_ShadowMesh_Free(castmesh); } - e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false); - e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false); + rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); + rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false); k = 0; - if (e->meshchain_shadow) - for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next) + if (rtlight->static_meshchain_shadow) + for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) k += mesh->numtriangles; l = 0; - if (e->meshchain_light) - for (mesh = e->meshchain_light;mesh;mesh = mesh->next) + if (rtlight->static_meshchain_light) + for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) l += mesh->numtriangles; - Con_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); + Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l); +} + +void R_RTLight_Uncompile(rtlight_t *rtlight) +{ + if (rtlight->compiled) + { + if (rtlight->static_meshchain_shadow) + Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow); + rtlight->static_meshchain_shadow = NULL; + if (rtlight->static_meshchain_light) + Mod_ShadowMesh_Free(rtlight->static_meshchain_light); + rtlight->static_meshchain_light = NULL; + if (rtlight->static_clusterindices) + Mem_Free(rtlight->static_clusterindices); + rtlight->static_clusterindices = NULL; + rtlight->static_numclusters = 0; + rtlight->compiled = false; + } +} + +int shadowframecount = 0; + +void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs) +{ + // rough checks + if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume) + { + vec3_t relativeshadoworigin; + Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin); + ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius); + } +} + +void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); + +void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) +{ + int i, shadow; + entity_render_t *ent; + float f; + vec3_t relativelightorigin, relativeeyeorigin, lightcolor; + rtexture_t *cubemaptexture; + matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; + + if (d_lightstylevalue[rtlight->style] <= 0) + return; + if (rtlight->compiled) + { + if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) + return; + for (i = 0;i < rtlight->static_numclusters;i++) + if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i])) + break; + if (i == rtlight->static_numclusters) + return; + } + else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs)) + return; + if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs)) + return; + + if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer) + R_RTLight_Compile(rtlight); + + f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f); + VectorScale(rtlight->color, f, lightcolor); + /* + if (rtlight->selected) + { + f = 2 + sin(realtime * M_PI * 4.0); + VectorScale(lightcolor, f, lightcolor); + } + */ + + if (rtlight->cubemapname[0]) + cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname); + else + cubemaptexture = NULL; + + shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer); + if (shadow && (gl_stencil || visiblevolumes)) + { + if (!visiblevolumes) + R_Shadow_Stage_ShadowVolumes(); + ent = &cl_entities[0].render; + if (r_shadow_staticworldlights.integer && rtlight->compiled) + { + R_Mesh_Matrix(&ent->matrix); + if (r_shadow_showtris.integer) + { + shadowmesh_t *mesh; + rmeshstate_t m; + int depthenabled = qglIsEnabled(GL_DEPTH_TEST); + int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); + qglDisable(GL_DEPTH_TEST); + qglDisable(GL_STENCIL_TEST); + //qglDisable(GL_CULL_FACE); + GL_ColorMask(1,1,1,1); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + GL_Color(0,0.1,0,1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) + { + GL_VertexPointer(mesh->vertex3f); + R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + //qglEnable(GL_CULL_FACE); + if (depthenabled) + qglEnable(GL_DEPTH_TEST); + if (stencilenabled) + { + qglEnable(GL_STENCIL_TEST); + GL_ColorMask(0,0,0,0); + } + } + R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow); + } + else + R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs); + if (r_drawentities.integer) + for (i = 0;i < r_refdef.numentities;i++) + if (r_refdef.entities[i]->flags & RENDER_SHADOW) + R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs); + } + + if (!visiblevolumes) + { + if (shadow && gl_stencil) + R_Shadow_Stage_LightWithShadows(); + else + R_Shadow_Stage_LightWithoutShadows(); + + ent = &cl_entities[0].render; + if (ent->model && ent->model->DrawLight) + { + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); + if (r_shadow_staticworldlights.integer && rtlight->compiled) + { + //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); + shadowmesh_t *mesh; + R_Mesh_Matrix(&ent->matrix); + if (r_shadow_showtris.integer) + { + rmeshstate_t m; + int depthenabled = qglIsEnabled(GL_DEPTH_TEST); + int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); + qglDisable(GL_DEPTH_TEST); + qglDisable(GL_STENCIL_TEST); + //qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + GL_Color(0.2,0,0,1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) + { + GL_VertexPointer(mesh->vertex3f); + R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + //qglEnable(GL_CULL_FACE); + if (depthenabled) + qglEnable(GL_DEPTH_TEST); + if (stencilenabled) + qglEnable(GL_STENCIL_TEST); + } + for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) + { + R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture); + R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, cubemaptexture); + } + } + else + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); + } + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight + && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs) + && (ent->flags & RENDER_LIGHT)) + { + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); + } + } + } + } +} + +void R_ShadowVolumeLighting(int visiblevolumes) +{ + int lnum; + dlight_t *light; + rmeshstate_t m; + + if (visiblevolumes) + { + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(r_shadow_visiblevolumes.integer < 2); + qglDisable(GL_CULL_FACE); + GL_Color(0.0, 0.0125, 0.1, 1); + } + else + R_Shadow_Stage_Begin(); + shadowframecount++; + if (r_shadow_realtime_world.integer) + { + R_Shadow_LoadWorldLightsIfNeeded(); + if (r_shadow_debuglight.integer >= 0) + { + for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) + if (lnum == r_shadow_debuglight.integer) + R_DrawRTLight(&light->rtlight, visiblevolumes); + } + else + for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) + R_DrawRTLight(&light->rtlight, visiblevolumes); + } + if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) + R_DrawRTLight(&light->rtlight, visiblevolumes); + + if (visiblevolumes) + { + qglEnable(GL_CULL_FACE); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); + } + else + R_Shadow_Stage_End(); } -void R_Shadow_FreeWorldLight(worldlight_t *light) +cvar_t r_editlights = {0, "r_editlights", "0"}; +cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; +cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; +cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; +cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; +cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; +cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; +cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; +dlight_t *r_shadow_worldlightchain; +dlight_t *r_shadow_selectedlight; +vec3_t r_editlights_cursorlocation; + +typedef struct cubemapinfo_s { - worldlight_t **lightpointer; + char basename[64]; + rtexture_t *texture; +} +cubemapinfo_t; + +#define MAX_CUBEMAPS 128 +static int numcubemaps; +static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; + +//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; +typedef struct suffixinfo_s +{ + char *suffix; + int flipx, flipy, flipdiagonal; +} +suffixinfo_t; +static suffixinfo_t suffix[3][6] = +{ + { + {"posx", false, false, false}, + {"negx", false, false, false}, + {"posy", false, false, false}, + {"negy", false, false, false}, + {"posz", false, false, false}, + {"negz", false, false, false} + }, + { + {"px", false, false, false}, + {"nx", false, false, false}, + {"py", false, false, false}, + {"ny", false, false, false}, + {"pz", false, false, false}, + {"nz", false, false, false} + }, + { + {"ft", true, false, true}, + {"bk", false, true, true}, + {"lf", true, true, false}, + {"rt", false, false, false}, + {"up", false, false, false}, + {"dn", false, false, false} + } +}; + +static int componentorder[4] = {0, 1, 2, 3}; + +rtexture_t *R_Shadow_LoadCubemap(const char *basename) +{ + int i, j, cubemapsize; + qbyte *cubemappixels, *image_rgba; + rtexture_t *cubemaptexture; + char name[256]; + // must start 0 so the first loadimagepixels has no requested width/height + cubemapsize = 0; + cubemappixels = NULL; + cubemaptexture = NULL; + for (j = 0;j < 3 && !cubemappixels;j++) + { + for (i = 0;i < 6;i++) + { + snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); + if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) + { + if (image_width == image_height) + { + if (!cubemappixels && image_width >= 1) + { + cubemapsize = image_width; + // note this clears to black, so unavailable sizes are black + cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); + } + if (cubemappixels) + Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); + } + else + Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); + Mem_Free(image_rgba); + } + } + } + if (cubemappixels) + { + if (!r_shadow_filters_texturepool) + r_shadow_filters_texturepool = R_AllocTexturePool(); + cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + Mem_Free(cubemappixels); + } + else + { + Con_Printf("Failed to load Cubemap \"%s\", tried ", basename); + for (j = 0;j < 3;j++) + for (i = 0;i < 6;i++) + Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); + Con_Printf(" and was unable to find any of them.\n"); + } + return cubemaptexture; +} + +rtexture_t *R_Shadow_Cubemap(const char *basename) +{ + int i; + for (i = 0;i < numcubemaps;i++) + if (!strcasecmp(cubemaps[i].basename, basename)) + return cubemaps[i].texture; + if (i >= MAX_CUBEMAPS) + return NULL; + numcubemaps++; + strcpy(cubemaps[i].basename, basename); + cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); + return cubemaps[i].texture; +} + +void R_Shadow_FreeCubemaps(void) +{ + numcubemaps = 0; + R_FreeTexturePool(&r_shadow_filters_texturepool); +} + +void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname) +{ + dlight_t *light; + + if (radius < 15 || DotProduct(color, color) < 0.03) + { + Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n"); + return; + } + + light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); + VectorCopy(origin, light->origin); + VectorCopy(angles, light->angles); + VectorCopy(color, light->color); + light->radius = radius; + light->style = style; + if (light->style < 0 || light->style >= MAX_LIGHTSTYLES) + { + Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES); + light->style = 0; + } + light->shadow = shadowenable; + light->corona = corona; + if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname)) + strcpy(light->cubemapname, cubemapname); + Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1); + light->next = r_shadow_worldlightchain; + r_shadow_worldlightchain = light; + + R_RTLight_UpdateFromDLight(&light->rtlight, light, true); + if (r_shadow_staticworldlights.integer) + R_RTLight_Compile(&light->rtlight); +} + +void R_Shadow_FreeWorldLight(dlight_t *light) +{ + dlight_t **lightpointer; for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next); if (*lightpointer != light) Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n"); *lightpointer = light->next; - if (light->cubemapname) - Mem_Free(light->cubemapname); - if (light->meshchain_shadow) - Mod_ShadowMesh_Free(light->meshchain_shadow); - if (light->meshchain_light) - Mod_ShadowMesh_Free(light->meshchain_light); + R_RTLight_Uncompile(&light->rtlight); Mem_Free(light); } @@ -2174,7 +2371,7 @@ void R_Shadow_ClearWorldLights(void) R_Shadow_FreeCubemaps(); } -void R_Shadow_SelectLight(worldlight_t *light) +void R_Shadow_SelectLight(dlight_t *light) { if (r_shadow_selectedlight) r_shadow_selectedlight->selected = false; @@ -2194,12 +2391,12 @@ void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) { float intensity; - const worldlight_t *light; + const dlight_t *light; light = calldata1; intensity = 0.5; if (light->selected) intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); - if (!light->meshchain_shadow) + if (!light->shadow) intensity *= 0.5f; R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } @@ -2208,7 +2405,7 @@ void R_Shadow_DrawLightSprites(void) { int i; cachepic_t *pic; - worldlight_t *light; + dlight_t *light; for (i = 0;i < 5;i++) { @@ -2225,7 +2422,7 @@ void R_Shadow_DrawLightSprites(void) void R_Shadow_SelectLightInView(void) { float bestrating, rating, temp[3]; - worldlight_t *best, *light; + dlight_t *best, *light; best = NULL; bestrating = 0; for (light = r_shadow_worldlightchain;light;light = light->next) @@ -2249,7 +2446,7 @@ void R_Shadow_LoadWorldLights(void) { int n, a, style, shadow; char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; - float origin[3], radius, color[3]; + float origin[3], radius, color[3], angles[3], corona; if (cl.worldmodel == NULL) { Con_Printf("No map loaded.\n"); @@ -2277,18 +2474,22 @@ void R_Shadow_LoadWorldLights(void) shadow = false; t++; } - a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname); - if (a < 9) + a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]); + if (a < 13) + VectorClear(angles); + if (a < 10) + corona = 0; + if (a < 9 || !strcmp(cubemapname, "\"\"")) cubemapname[0] = 0; *s = '\n'; if (a < 8) { - Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1); + Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1); break; } VectorScale(color, r_editlights_rtlightscolorscale.value, color); radius *= r_editlights_rtlightssizescale.value; - R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow); + R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname); s++; n++; } @@ -2300,7 +2501,7 @@ void R_Shadow_LoadWorldLights(void) void R_Shadow_SaveWorldLights(void) { - worldlight_t *light; + dlight_t *light; int bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; @@ -2318,7 +2519,7 @@ void R_Shadow_SaveWorldLights(void) buf = NULL; for (light = r_shadow_worldlightchain;light;light = light->next) { - sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->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 : ""); + sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]); if (bufchars + (int) strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; @@ -2378,7 +2579,7 @@ void R_Shadow_LoadLightsFile(void) radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f)); radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); - R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true); + R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL); s++; n++; } @@ -2390,9 +2591,9 @@ void R_Shadow_LoadLightsFile(void) void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { - int entnum, style, islight; + int entnum, style, islight, skin, pflags, effects; char key[256], value[1024]; - float origin[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3]; + float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3]; const char *data; if (cl.worldmodel == NULL) @@ -2408,11 +2609,15 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) light = 0; origin[0] = origin[1] = origin[2] = 0; originhack[0] = originhack[1] = originhack[2] = 0; + angles[0] = angles[1] = angles[2] = 0; color[0] = color[1] = color[2] = 1; overridecolor[0] = overridecolor[1] = overridecolor[2] = 1; fadescale = 1; lightscale = 1; style = 0; + skin = 0; + pflags = 0; + effects = 0; islight = false; while (1) { @@ -2435,6 +2640,10 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) light = atof(value); else if (!strcmp("origin", key)) sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]); + else if (!strcmp("angle", key)) + angles[0] = 0, angles[1] = atof(value), angles[2] = 0; + else if (!strcmp("angles", key)) + sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]); else if (!strcmp("color", key)) sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]); else if (!strcmp("wait", key)) @@ -2518,6 +2727,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) if (!strcmp("fade", key)) fadescale = atof(value); } + else if (!strcmp("skin", key)) + skin = (int)atof(value); + else if (!strcmp("pflags", key)) + pflags = (int)atof(value); + else if (!strcmp("effects", key)) + effects = (int)atof(value); } if (light <= 0 && islight) light = 300; @@ -2525,14 +2740,22 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) lightscale = 1; if (fadescale <= 0) fadescale = 1; + if (gamemode == GAME_TENEBRAE) + { + if (effects & EF_NODRAW) + { + pflags |= PFLAGS_FULLDYNAMIC; + effects &= ~EF_NODRAW; + } + } radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576); light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f); if (color[0] == 1 && color[1] == 1 && color[2] == 1) VectorCopy(overridecolor, color); VectorScale(color, light, color); VectorAdd(origin, originhack, origin); - if (radius >= 15) - R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true); + if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC)) + R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL); } } @@ -2612,13 +2835,13 @@ void R_Shadow_EditLights_Spawn_f(void) return; } color[0] = color[1] = color[2] = 1; - R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true); + R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL); } void R_Shadow_EditLights_Edit_f(void) { - vec3_t origin, color; - vec_t radius; + vec3_t origin, angles, color; + vec_t radius, corona; int style, shadows; char cubemapname[1024]; if (!r_editlights.integer) @@ -2632,19 +2855,21 @@ void R_Shadow_EditLights_Edit_f(void) return; } VectorCopy(r_shadow_selectedlight->origin, origin); - radius = r_shadow_selectedlight->lightradius; - VectorCopy(r_shadow_selectedlight->light, color); + VectorCopy(r_shadow_selectedlight->angles, angles); + VectorCopy(r_shadow_selectedlight->color, color); + radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) strcpy(cubemapname, r_shadow_selectedlight->cubemapname); else cubemapname[0] = 0; - shadows = r_shadow_selectedlight->castshadows; + shadows = r_shadow_selectedlight->shadow; + corona = r_shadow_selectedlight->corona; if (!strcmp(Cmd_Argv(1), "origin")) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); @@ -2655,7 +2880,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); @@ -2664,7 +2889,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] = atof(Cmd_Argv(2)); @@ -2673,7 +2898,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] = atof(Cmd_Argv(2)); @@ -2682,7 +2907,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); @@ -2693,7 +2918,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); @@ -2702,7 +2927,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] += atof(Cmd_Argv(2)); @@ -2711,16 +2936,54 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] += atof(Cmd_Argv(2)); } + else if (!strcmp(Cmd_Argv(1), "angles")) + { + if (Cmd_Argc() != 5) + { + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + return; + } + angles[0] = atof(Cmd_Argv(2)); + angles[1] = atof(Cmd_Argv(3)); + angles[2] = atof(Cmd_Argv(4)); + } + else if (!strcmp(Cmd_Argv(1), "anglesx")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[0] = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "anglesy")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[1] = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "anglesz")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[2] = atof(Cmd_Argv(2)); + } else if (!strcmp(Cmd_Argv(1), "color")) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1)); return; } color[0] = atof(Cmd_Argv(2)); @@ -2731,25 +2994,25 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } radius = atof(Cmd_Argv(2)); } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style")) + else if (!strcmp(Cmd_Argv(1), "style")) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } style = atoi(Cmd_Argv(2)); } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap")) + else if (!strcmp(Cmd_Argv(1), "cubemap")) { if (Cmd_Argc() > 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } if (Cmd_Argc() == 3) @@ -2757,30 +3020,41 @@ void R_Shadow_EditLights_Edit_f(void) else cubemapname[0] = 0; } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows")) + else if (!strcmp(Cmd_Argv(1), "shadows")) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } + else if (!strcmp(Cmd_Argv(1), "corona")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + corona = atof(Cmd_Argv(2)); + } else { Con_Printf("usage: r_editlights_edit [property] [value]\n"); Con_Printf("Selected light's properties:\n"); - Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); - Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius); - Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]); - Con_Printf("Style: %i\n", r_shadow_selectedlight->style); + Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); + Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); + Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); + Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius); + Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona); + Con_Printf("Style : %i\n", r_shadow_selectedlight->style); + Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no"); Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname); - Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no"); return; } R_Shadow_FreeWorldLight(r_shadow_selectedlight); r_shadow_selectedlight = NULL; - R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows); + R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname); } extern int con_vislines; @@ -2793,12 +3067,14 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) x = 0; y = con_vislines; sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void) @@ -2813,7 +3089,24 @@ void R_Shadow_EditLights_ToggleShadow_f(void) Con_Printf("No selected light.\n"); return; } - R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows); + R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname); + R_Shadow_FreeWorldLight(r_shadow_selectedlight); + r_shadow_selectedlight = NULL; +} + +void R_Shadow_EditLights_ToggleCorona_f(void) +{ + if (!r_editlights.integer) + { + Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + return; + } + if (!r_shadow_selectedlight) + { + Con_Printf("No selected light.\n"); + return; + } + R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname); R_Shadow_FreeWorldLight(r_shadow_selectedlight); r_shadow_selectedlight = NULL; } @@ -2867,11 +3160,16 @@ void R_Shadow_EditLights_Help_f(void) "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" +"angles x y z : set light angles\n" +"anglesx x: set x component of light angles\n" +"anglesy y: set y component of light angles\n" +"anglesz z: set z component of light angles\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" +"corona n : set corona intensity\n" " : print light properties to console\n" ); } @@ -2894,6 +3192,8 @@ void R_Shadow_EditLights_Init(void) Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f); Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f); Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f); + Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f); Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f); Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f); } +