X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=7c23361bc73c8af913057b5a886c39d9c0b2aa33;hp=e6fda0f5d398178d1042c64f0105b56889740314;hb=f50a1192fbe86bfdd69d3372620db0b661db5f20;hpb=a8d25d8be54fbd3f1a5e63ec8933d3d4d3f2d3d9 diff --git a/r_shadow.c b/r_shadow.c index e6fda0f5..7c23361b 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -24,6 +24,7 @@ r_shadow_rendermode_t; typedef enum r_shadow_shadowmode_e { + R_SHADOW_SHADOWMODE_DISABLED, R_SHADOW_SHADOWMODE_SHADOWMAP2D } r_shadow_shadowmode_t; @@ -33,8 +34,8 @@ r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE; int r_shadow_scenemaxlights; int r_shadow_scenenumlights; rtlight_t **r_shadow_scenelightlist; // includes both static lights and dlights, as filtered by appropriate flags -qboolean r_shadow_usingshadowmap2d; -qboolean r_shadow_usingshadowmaportho; +qbool r_shadow_usingshadowmap2d; +qbool r_shadow_usingshadowmaportho; int r_shadow_shadowmapside; float r_shadow_lightshadowmap_texturescale[4]; // xy = scale, zw = offset float r_shadow_lightshadowmap_parameters[4]; // x = frustum width in pixels (excludes border), y = z scale, z = size of viewport, w = z center @@ -46,20 +47,22 @@ int r_shadow_readbuffer; #endif int r_shadow_cullface_front, r_shadow_cullface_back; GLuint r_shadow_fbo2d; +int r_shadow_shadowmode_shadowmapping; // cached value of r_shadow_shadowmapping cvar +int r_shadow_shadowmode_deferred; // cached value of r_shadow_deferred cvar r_shadow_shadowmode_t r_shadow_shadowmode; int r_shadow_shadowmapfilterquality; int r_shadow_shadowmapdepthbits; int r_shadow_shadowmapmaxsize; int r_shadow_shadowmaptexturesize; -qboolean r_shadow_shadowmapvsdct; -qboolean r_shadow_shadowmapsampler; -qboolean r_shadow_shadowmapshadowsampler; +qbool r_shadow_shadowmapvsdct; +qbool r_shadow_shadowmapsampler; +qbool r_shadow_shadowmapshadowsampler; int r_shadow_shadowmappcf; int r_shadow_shadowmapborder; matrix4x4_t r_shadow_shadowmapmatrix; int r_shadow_lightscissor[4]; -qboolean r_shadow_usingdeferredprepass; -qboolean r_shadow_shadowmapdepthtexture; +qbool r_shadow_usingdeferredprepass; +qbool r_shadow_shadowmapdepthtexture; mod_alloclightmap_state_t r_shadow_shadowmapatlas_state; int r_shadow_shadowmapatlas_modelshadows_x; int r_shadow_shadowmapatlas_modelshadows_y; @@ -135,123 +138,123 @@ unsigned int r_shadow_occlusion_buf = 0; // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; -cvar_t r_shadow_bumpscale_basetexture = {CVAR_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; -cvar_t r_shadow_bumpscale_bumpmap = {CVAR_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; -cvar_t r_shadow_debuglight = {CVAR_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; -cvar_t r_shadow_deferred = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; -cvar_t r_shadow_usebihculling = {CVAR_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; -cvar_t r_shadow_usenormalmap = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; -cvar_t r_shadow_gloss = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; -cvar_t r_shadow_gloss2intensity = {CVAR_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; -cvar_t r_shadow_glossintensity = {CVAR_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; -cvar_t r_shadow_glossexponent = {CVAR_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; -cvar_t r_shadow_gloss2exponent = {CVAR_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"}; -cvar_t r_shadow_glossexact = {CVAR_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; -cvar_t r_shadow_lightattenuationdividebias = {CVAR_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; -cvar_t r_shadow_lightattenuationlinearscale = {CVAR_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; -cvar_t r_shadow_lightintensityscale = {CVAR_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; -cvar_t r_shadow_lightradiusscale = {CVAR_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; -cvar_t r_shadow_projectdistance = {CVAR_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"}; -cvar_t r_shadow_frontsidecasting = {CVAR_CLIENT, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; -cvar_t r_shadow_realtime_dlight = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; -cvar_t r_shadow_realtime_dlight_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; -cvar_t r_shadow_realtime_dlight_svbspculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; -cvar_t r_shadow_realtime_dlight_portalculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; -cvar_t r_shadow_realtime_world = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; -cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {CVAR_CLIENT, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"}; -cvar_t r_shadow_realtime_world_lightmaps = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; -cvar_t r_shadow_realtime_world_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; -cvar_t r_shadow_realtime_world_compile = {CVAR_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; -cvar_t r_shadow_realtime_world_compileshadow = {CVAR_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; -cvar_t r_shadow_realtime_world_compilesvbsp = {CVAR_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; -cvar_t r_shadow_realtime_world_compileportalculling = {CVAR_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; -cvar_t r_shadow_scissor = {CVAR_CLIENT, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; -cvar_t r_shadow_shadowmapping = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"}; -cvar_t r_shadow_shadowmapping_filterquality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"}; -cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; -cvar_t r_shadow_shadowmapping_depthbits = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; -cvar_t r_shadow_shadowmapping_vsdct = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; -cvar_t r_shadow_shadowmapping_minsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"}; -cvar_t r_shadow_shadowmapping_maxsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."}; -cvar_t r_shadow_shadowmapping_texturesize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"}; -cvar_t r_shadow_shadowmapping_precision = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; -//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; -//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; -cvar_t r_shadow_shadowmapping_bordersize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"}; -cvar_t r_shadow_shadowmapping_nearclip = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; -cvar_t r_shadow_shadowmapping_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; -cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; -cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; -cvar_t r_shadow_sortsurfaces = {CVAR_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"}; -cvar_t r_shadow_culllights_pvs = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"}; -cvar_t r_shadow_culllights_trace = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"}; -cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"}; -cvar_t r_shadow_culllights_trace_enlarge = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"}; -cvar_t r_shadow_culllights_trace_expand = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"}; -cvar_t r_shadow_culllights_trace_pad = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"}; -cvar_t r_shadow_culllights_trace_samples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"}; -cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"}; -cvar_t r_shadow_culllights_trace_delay = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"}; -cvar_t r_shadow_bouncegrid = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; -cvar_t r_shadow_bouncegrid_blur = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; -cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"}; -cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"}; -cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; -cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; -cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; -cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"}; -cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"}; -cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"}; -cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"}; -cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"}; -cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; -cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"}; -cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"}; -cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"}; -cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"}; -cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; -cvar_t r_shadow_bouncegrid_intensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_normalizevectors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"}; -cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; -cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_rng_seed = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"}; -cvar_t r_shadow_bouncegrid_rng_type = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"}; -cvar_t r_shadow_bouncegrid_static = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; -cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"}; -cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; -cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; -cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; -cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"}; -cvar_t r_shadow_bouncegrid_static_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"}; -cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"}; -cvar_t r_shadow_bouncegrid_subsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"}; -cvar_t r_shadow_bouncegrid_threaded = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"}; -cvar_t r_coronas = {CVAR_CLIENT | CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; -cvar_t r_coronas_occlusionsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"}; -cvar_t r_coronas_occlusionquery = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"}; -cvar_t gl_flashblend = {CVAR_CLIENT | CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; -cvar_t r_editlights = {CVAR_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"}; -cvar_t r_editlights_cursordistance = {CVAR_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; -cvar_t r_editlights_cursorpushback = {CVAR_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; -cvar_t r_editlights_cursorpushoff = {CVAR_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; -cvar_t r_editlights_cursorgrid = {CVAR_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; -cvar_t r_editlights_quakelightsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; -cvar_t r_editlights_drawproperties = {CVAR_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"}; -cvar_t r_editlights_current_origin = {CVAR_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"}; -cvar_t r_editlights_current_angles = {CVAR_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"}; -cvar_t r_editlights_current_color = {CVAR_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"}; -cvar_t r_editlights_current_radius = {CVAR_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"}; -cvar_t r_editlights_current_corona = {CVAR_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"}; -cvar_t r_editlights_current_coronasize = {CVAR_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"}; -cvar_t r_editlights_current_style = {CVAR_CLIENT, "r_editlights_current_style", "0", "style of selected light"}; -cvar_t r_editlights_current_shadows = {CVAR_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"}; -cvar_t r_editlights_current_cubemap = {CVAR_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"}; -cvar_t r_editlights_current_ambient = {CVAR_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"}; -cvar_t r_editlights_current_diffuse = {CVAR_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"}; -cvar_t r_editlights_current_specular = {CVAR_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"}; -cvar_t r_editlights_current_normalmode = {CVAR_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"}; -cvar_t r_editlights_current_realtimemode = {CVAR_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"}; +cvar_t r_shadow_bumpscale_basetexture = {CF_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_bumpscale_bumpmap = {CF_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_debuglight = {CF_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; +cvar_t r_shadow_deferred = {CF_CLIENT | CF_ARCHIVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; +cvar_t r_shadow_usebihculling = {CF_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; +cvar_t r_shadow_usenormalmap = {CF_CLIENT | CF_ARCHIVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; +cvar_t r_shadow_gloss = {CF_CLIENT | CF_ARCHIVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; +cvar_t r_shadow_gloss2intensity = {CF_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; +cvar_t r_shadow_glossintensity = {CF_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; +cvar_t r_shadow_glossexponent = {CF_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; +cvar_t r_shadow_gloss2exponent = {CF_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"}; +cvar_t r_shadow_glossexact = {CF_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; +cvar_t r_shadow_lightattenuationdividebias = {CF_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; +cvar_t r_shadow_lightattenuationlinearscale = {CF_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; +cvar_t r_shadow_lightintensityscale = {CF_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; +cvar_t r_shadow_lightradiusscale = {CF_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; +cvar_t r_shadow_projectdistance = {CF_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"}; +cvar_t r_shadow_frontsidecasting = {CF_CLIENT, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; +cvar_t r_shadow_realtime_dlight = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; +cvar_t r_shadow_realtime_dlight_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; +cvar_t r_shadow_realtime_dlight_svbspculling = {CF_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; +cvar_t r_shadow_realtime_dlight_portalculling = {CF_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; +cvar_t r_shadow_realtime_world = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"}; +cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {CF_CLIENT, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"}; +cvar_t r_shadow_realtime_world_lightmaps = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"}; +cvar_t r_shadow_realtime_world_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; +cvar_t r_shadow_realtime_world_compile = {CF_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compileshadow = {CF_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compilesvbsp = {CF_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; +cvar_t r_shadow_realtime_world_compileportalculling = {CF_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; +cvar_t r_shadow_scissor = {CF_CLIENT, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; +cvar_t r_shadow_shadowmapping = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"}; +cvar_t r_shadow_shadowmapping_filterquality = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"}; +cvar_t r_shadow_shadowmapping_useshadowsampler = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; +cvar_t r_shadow_shadowmapping_depthbits = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; +cvar_t r_shadow_shadowmapping_vsdct = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; +cvar_t r_shadow_shadowmapping_minsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"}; +cvar_t r_shadow_shadowmapping_maxsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."}; +cvar_t r_shadow_shadowmapping_texturesize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"}; +cvar_t r_shadow_shadowmapping_precision = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; +//cvar_t r_shadow_shadowmapping_lod_bias = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; +//cvar_t r_shadow_shadowmapping_lod_scale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; +cvar_t r_shadow_shadowmapping_bordersize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"}; +cvar_t r_shadow_shadowmapping_nearclip = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; +cvar_t r_shadow_shadowmapping_bias = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; +cvar_t r_shadow_shadowmapping_polygonfactor = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; +cvar_t r_shadow_shadowmapping_polygonoffset = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; +cvar_t r_shadow_sortsurfaces = {CF_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"}; +cvar_t r_shadow_culllights_pvs = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"}; +cvar_t r_shadow_culllights_trace = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"}; +cvar_t r_shadow_culllights_trace_eyejitter = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"}; +cvar_t r_shadow_culllights_trace_enlarge = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"}; +cvar_t r_shadow_culllights_trace_expand = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"}; +cvar_t r_shadow_culllights_trace_pad = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"}; +cvar_t r_shadow_culllights_trace_samples = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"}; +cvar_t r_shadow_culllights_trace_tempsamples = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"}; +cvar_t r_shadow_culllights_trace_delay = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"}; +cvar_t r_shadow_bouncegrid = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; +cvar_t r_shadow_bouncegrid_blur = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; +cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"}; +cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"}; +cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; +cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; +cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; +cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"}; +cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"}; +cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"}; +cvar_t r_shadow_bouncegrid_dynamic_quality = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"}; +cvar_t r_shadow_bouncegrid_dynamic_spacing = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"}; +cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; +cvar_t r_shadow_bouncegrid_dynamic_x = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"}; +cvar_t r_shadow_bouncegrid_dynamic_y = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"}; +cvar_t r_shadow_bouncegrid_dynamic_z = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"}; +cvar_t r_shadow_bouncegrid_floatcolors = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"}; +cvar_t r_shadow_bouncegrid_includedirectlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; +cvar_t r_shadow_bouncegrid_intensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_lightpathsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_normalizevectors = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"}; +cvar_t r_shadow_bouncegrid_particlebounceintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; +cvar_t r_shadow_bouncegrid_particleintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_rng_seed = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"}; +cvar_t r_shadow_bouncegrid_rng_type = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"}; +cvar_t r_shadow_bouncegrid_static = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; +cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"}; +cvar_t r_shadow_bouncegrid_static_directionalshading = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; +cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxbounce = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxphotons = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"}; +cvar_t r_shadow_bouncegrid_static_quality = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"}; +cvar_t r_shadow_bouncegrid_static_spacing = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"}; +cvar_t r_shadow_bouncegrid_subsamples = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"}; +cvar_t r_shadow_bouncegrid_threaded = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"}; +cvar_t r_coronas = {CF_CLIENT | CF_ARCHIVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t r_coronas_occlusionsizescale = {CF_CLIENT | CF_ARCHIVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"}; +cvar_t r_coronas_occlusionquery = {CF_CLIENT | CF_ARCHIVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"}; +cvar_t gl_flashblend = {CF_CLIENT | CF_ARCHIVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; +cvar_t r_editlights = {CF_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"}; +cvar_t r_editlights_cursordistance = {CF_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; +cvar_t r_editlights_cursorpushback = {CF_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; +cvar_t r_editlights_cursorpushoff = {CF_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; +cvar_t r_editlights_cursorgrid = {CF_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; +cvar_t r_editlights_quakelightsizescale = {CF_CLIENT | CF_ARCHIVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; +cvar_t r_editlights_drawproperties = {CF_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"}; +cvar_t r_editlights_current_origin = {CF_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"}; +cvar_t r_editlights_current_angles = {CF_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"}; +cvar_t r_editlights_current_color = {CF_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"}; +cvar_t r_editlights_current_radius = {CF_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"}; +cvar_t r_editlights_current_corona = {CF_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"}; +cvar_t r_editlights_current_coronasize = {CF_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"}; +cvar_t r_editlights_current_style = {CF_CLIENT, "r_editlights_current_style", "0", "style of selected light"}; +cvar_t r_editlights_current_shadows = {CF_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"}; +cvar_t r_editlights_current_cubemap = {CF_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"}; +cvar_t r_editlights_current_ambient = {CF_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"}; +cvar_t r_editlights_current_diffuse = {CF_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"}; +cvar_t r_editlights_current_specular = {CF_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"}; +cvar_t r_editlights_current_normalmode = {CF_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"}; +cvar_t r_editlights_current_realtimemode = {CF_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"}; r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; @@ -271,7 +274,7 @@ static memexpandablearray_t r_shadow_worldlightsarray; dlight_t *r_shadow_selectedlight; dlight_t r_shadow_bufferlight; vec3_t r_editlights_cursorlocation; -qboolean r_editlights_lockcursor; +qbool r_editlights_lockcursor; extern int con_vislines; @@ -297,6 +300,8 @@ static void R_Shadow_MakeShadowMap(int texturesize); static void R_Shadow_MakeVSDCT(void); static void R_Shadow_SetShadowMode(void) { + r_shadow_shadowmode_shadowmapping = r_shadow_shadowmapping.integer; + r_shadow_shadowmode_deferred = r_shadow_deferred.integer; r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16); r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d); r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8); @@ -307,32 +312,31 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; - Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize); - if (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_DISABLED; + if (r_shadow_shadowmode_shadowmapping || r_shadow_shadowmode_deferred) { - switch(vid.renderpath) + switch (vid.renderpath) { case RENDERPATH_GL32: - if(r_shadow_shadowmapfilterquality < 0) + if (r_shadow_shadowmapfilterquality < 0) { if (!r_fb.usedepthtextures) r_shadow_shadowmappcf = 1; - else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && r_shadow_shadowmapshadowsampler) + else if ((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && r_shadow_shadowmapshadowsampler) { r_shadow_shadowmapsampler = true; r_shadow_shadowmappcf = 1; } - else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + else if (vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) r_shadow_shadowmappcf = 1; - else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) + else if ((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) r_shadow_shadowmappcf = 1; else r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler; } else { - r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler; + r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler; switch (r_shadow_shadowmapfilterquality) { case 1: @@ -353,27 +357,40 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; case RENDERPATH_GLES2: + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; } } + switch (r_shadow_shadowmode) + { + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: + Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize); + break; + case R_SHADOW_SHADOWMODE_DISABLED: + break; + } + if(R_CompileShader_CheckStaticParms()) - R_GLSL_Restart_f(&cmd_client); + R_GLSL_Restart_f(cmd_local); } -qboolean R_Shadow_ShadowMappingEnabled(void) +qbool R_Shadow_ShadowMappingEnabled(void) { switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: return true; - default: + case R_SHADOW_SHADOWMODE_DISABLED: return false; } + return false; } static void R_Shadow_FreeShadowMaps(void) { + R_Shadow_UncompileWorldLights(); + Mod_AllocLightmap_Free(&r_shadow_shadowmapatlas_state); R_Shadow_SetShadowMode(); @@ -393,6 +410,7 @@ static void R_Shadow_FreeShadowMaps(void) if (r_shadow_shadowmapvsdcttexture) R_FreeTexture(r_shadow_shadowmapvsdcttexture); r_shadow_shadowmapvsdcttexture = NULL; + } static void r_shadow_start(void) @@ -400,7 +418,7 @@ static void r_shadow_start(void) // allocate vertex processing arrays memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_DISABLED; r_shadow_shadowmap2ddepthtexture = NULL; r_shadow_shadowmap2ddepthbuffer = NULL; r_shadow_shadowmapvsdcttexture = NULL; @@ -473,7 +491,6 @@ static void R_Shadow_FreeDeferred(void); static void r_shadow_shutdown(void) { CHECKGLERROR - R_Shadow_UncompileWorldLights(); R_Shadow_FreeShadowMaps(); @@ -580,7 +597,7 @@ static void r_shadow_newmap(void) if (r_editlights_sprcubemapnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); } if (r_editlights_sprselection) { R_SkinFrame_MarkUsed(r_editlights_sprselection); } if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname))) - R_Shadow_EditLights_Reload_f(&cmd_client); + R_Shadow_EditLights_Reload_f(cmd_local); } void R_Shadow_Init(void) @@ -1457,8 +1474,8 @@ static void R_Shadow_MakeShadowMap(int texturesize) r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL); } break; - default: - return; + case R_SHADOW_SHADOWMODE_DISABLED: + break; } } @@ -1509,7 +1526,7 @@ void R_Shadow_ClearShadowMapTexture(void) GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); } -static void R_Shadow_SetShadowmapParametersForLight(qboolean noselfshadowpass) +static void R_Shadow_SetShadowmapParametersForLight(qbool noselfshadowpass) { int size = rsurface.rtlight->shadowmapatlassidesize; float nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; @@ -1533,10 +1550,9 @@ static void R_Shadow_SetShadowmapParametersForLight(qboolean noselfshadowpass) static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) { - float nearclip, farclip, bias; + float nearclip, farclip; r_viewport_t viewport; int flipped; - float clearcolor[4]; if (r_shadow_rendermode != R_SHADOW_RENDERMODE_SHADOWMAP2D) { @@ -1556,7 +1572,6 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; farclip = 1.0f; - bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius; R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL, x, y); R_SetViewport(&viewport); @@ -1565,7 +1580,6 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front; r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back; - Vector4Set(clearcolor, 1,1,1,1); if (r_shadow_shadowmap2ddepthbuffer) GL_ColorMask(1,1,1,1); else @@ -1582,7 +1596,7 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) r_shadow_shadowmapside = side; } -void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass) +void R_Shadow_RenderMode_Lighting(qbool transparent, qbool shadowmapping, qbool noselfshadowpass) { R_Mesh_ResetTextureState(); if (transparent) @@ -1627,7 +1641,7 @@ static const float bboxpoints[8][3] = { 1, 1, 1}, }; -void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping) +void R_Shadow_RenderMode_DrawDeferredLight(qbool shadowmapping) { int i; float vertex3f[8*3]; @@ -1659,9 +1673,9 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping) R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } -static qboolean R_Shadow_BounceGrid_CheckEnable(int flag) +static qbool R_Shadow_BounceGrid_CheckEnable(int flag) { - qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; + qbool enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; int lightindex; int range; dlight_t *light; @@ -1695,7 +1709,7 @@ static qboolean R_Shadow_BounceGrid_CheckEnable(int flag) static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t *settings) { - qboolean s = r_shadow_bouncegrid_static.integer != 0; + qbool s = r_shadow_bouncegrid_static.integer != 0; float spacing = bound(1.0f, s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value, 1024.0f); float quality = bound(0.0001f, (s ? r_shadow_bouncegrid_static_quality.value : r_shadow_bouncegrid_dynamic_quality.value), 1024.0f); float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value; @@ -1743,8 +1757,8 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) int resolution[3]; int numpixels; vec3_t ispacing; - vec3_t maxs; - vec3_t mins; + vec3_t maxs = {0,0,0}; + vec3_t mins = {0,0,0}; vec3_t size; vec3_t spacing; r_shadow_bouncegrid_settings_t *settings = &r_shadow_bouncegrid_state.settings; @@ -1762,7 +1776,7 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) { int lightindex; int range; - qboolean bounds_set = false; + qbool bounds_set = false; dlight_t *light; rtlight_t *rtlight; @@ -2003,13 +2017,13 @@ static void R_Shadow_BounceGrid_AssignPhotons_Task(taskqueue_task_t *t) // is probably fine (and they use the same timer) if (r_shadow_culllights_trace.integer) { - if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) - rtlight->trace_timer = realtime; - if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) + if (rtlight->trace_timer != host.realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) + rtlight->trace_timer = host.realtime; + if (host.realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) continue; } // skip if expanded light box is offscreen - if (R_CullBox(cullmins, cullmaxs)) + if (R_CullFrustum(cullmins, cullmaxs)) continue; // skip if overall light intensity is zero if (w * VectorLength2(rtlight->color) == 0.0f) @@ -2070,8 +2084,8 @@ static void R_Shadow_BounceGrid_AssignPhotons_Task(taskqueue_task_t *t) } // compute a seed for the unstable random modes - Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0); - seed = realtime * 1000.0; + Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, host.realtime * 1000.0); + seed = host.realtime * 1000.0; for (lightindex = 0; lightindex < range2; lightindex++) { @@ -2516,7 +2530,7 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) } if (!r_shadow_bouncegrid_state.createtexture) - R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands, 0); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixelsbgra8, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; @@ -2567,7 +2581,7 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) } if (!r_shadow_bouncegrid_state.createtexture) - R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands, 0); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba16f, TEXTYPE_COLORBUFFER16F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; @@ -2576,16 +2590,16 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) pixelsrgba32f = highpixels; if (!r_shadow_bouncegrid_state.createtexture) - R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands, 0); else r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba32f, TEXTYPE_COLORBUFFER32F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); break; } - r_shadow_bouncegrid_state.lastupdatetime = realtime; + r_shadow_bouncegrid_state.lastupdatetime = host.realtime; } -void R_Shadow_BounceGrid_ClearTex_Task(taskqueue_task_t *t) +static void R_Shadow_BounceGrid_ClearTex_Task(taskqueue_task_t *t) { memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); t->done = 1; @@ -2621,8 +2635,8 @@ static void R_Shadow_BounceGrid_TracePhotons_Shot(r_shadow_bouncegrid_photon_t * VectorCopy(cliptrace.endpos, shothit); if ((remainingbounces == r_shadow_bouncegrid_state.settings.maxbounce || r_shadow_bouncegrid_state.settings.includedirectlighting) && p->numpaths < PHOTON_MAX_PATHS) { - qboolean notculled = true; - // cull paths that fail R_CullBox in dynamic mode + qbool notculled = true; + // cull paths that fail R_CullFrustum in dynamic mode if (!r_shadow_bouncegrid_state.settings.staticmode && r_shadow_bouncegrid_dynamic_culllightpaths.integer) { @@ -2633,7 +2647,7 @@ static void R_Shadow_BounceGrid_TracePhotons_Shot(r_shadow_bouncegrid_photon_t * cullmaxs[0] = max(shotstart[0], shothit[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize; cullmaxs[1] = max(shotstart[1], shothit[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize; cullmaxs[2] = max(shotstart[2], shothit[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize; - if (R_CullBox(cullmins, cullmaxs)) + if (R_CullFrustum(cullmins, cullmaxs)) notculled = false; } if (notculled) @@ -2752,8 +2766,8 @@ void R_Shadow_UpdateBounceGridTexture(void) { int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; r_shadow_bouncegrid_settings_t settings; - qboolean enable = false; - qboolean settingschanged; + qbool enable = false; + qbool settingschanged; enable = R_Shadow_BounceGrid_CheckEnable(flag); @@ -2790,7 +2804,7 @@ void R_Shadow_UpdateBounceGridTexture(void) } // if all the settings seem identical to the previous update, return - if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged) + if (r_shadow_bouncegrid_state.texture && (settings.staticmode || host.realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged) return; // store the new settings @@ -2869,7 +2883,7 @@ void R_Shadow_UpdateBounceGridTexture(void) } } -void R_Shadow_RenderMode_VisibleLighting(qboolean transparent) +void R_Shadow_RenderMode_VisibleLighting(qbool transparent) { R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); @@ -2909,7 +2923,7 @@ int bboxedges[12][2] = {3, 7}, // XY, +Z }; -qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) +qbool R_Shadow_ScissorForBBox(const float *mins, const float *maxs) { if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer) { @@ -2940,14 +2954,14 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3]) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); + R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false, false); RSurf_DrawBatch(); } extern cvar_t gl_lightmaps; void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist) { - qboolean negated; + qbool negated; float ambientcolor[3], diffusecolor[3], specularcolor[3]; VectorM(rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient, rsurface.texture->render_rtlight_diffuse, ambientcolor); VectorM(rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient), rsurface.texture->render_rtlight_diffuse, diffusecolor); @@ -3038,12 +3052,11 @@ void R_RTLight_Compile(rtlight_t *rtlight) int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes; int lighttris, shadowtris; entity_render_t *ent = r_refdef.scene.worldentity; - dp_model_t *model = r_refdef.scene.worldmodel; + model_t *model = r_refdef.scene.worldmodel; unsigned char *data; // compile the light rtlight->compiled = true; - rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1; rtlight->static_numleafs = 0; rtlight->static_numleafpvsbytes = 0; rtlight->static_leaflist = NULL; @@ -3363,7 +3376,7 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent) relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius; relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius; relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius; - ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); + ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->submodelsurfaces_end - ent->model->submodelsurfaces_start, ent->model->modelsurfaces_sorted + ent->model->submodelsurfaces_start, NULL, relativeshadowmins, relativeshadowmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } @@ -3396,13 +3409,13 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns static void R_Shadow_DrawEntityLight(entity_render_t *ent) { - dp_model_t *model = ent->model; + model_t *model = ent->model; if (!model->DrawLight) return; R_Shadow_SetupEntityLight(ent); - model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL); + model->DrawLight(ent, model->submodelsurfaces_end - model->submodelsurfaces_start, model->modelsurfaces_sorted + model->submodelsurfaces_start, NULL); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } @@ -3426,8 +3439,8 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; static entity_render_t *shadowentities[MAX_EDICTS]; static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; - qboolean nolight; - qboolean castshadows; + qbool nolight; + qbool castshadows; rtlight->draw = false; rtlight->cached_numlightentities = 0; @@ -3452,12 +3465,8 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // all at once at the start of a level, not when it stalls gameplay. // (especially important to benchmarks) // compile light - if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer) - { - if (rtlight->compiled) - R_RTLight_Uncompile(rtlight); + if (rtlight->isstatic && !nolight && !rtlight->compiled && r_shadow_realtime_world_compile.integer) R_RTLight_Compile(rtlight); - } // load cubemap rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube; @@ -3468,7 +3477,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) /* if (rtlight->selected) { - f = 2 + sin(realtime * M_PI * 4.0); + f = 2 + sin(host.realtime * M_PI * 4.0); VectorScale(rtlight->currentcolor, f, rtlight->currentcolor); } */ @@ -3491,14 +3500,14 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // skip if the light box is not visible to traceline if (r_shadow_culllights_trace.integer) { - if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) - rtlight->trace_timer = realtime; - if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) + if (rtlight->trace_timer != host.realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) + rtlight->trace_timer = host.realtime; + if (host.realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) return; } // skip if the light box is off screen - if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) + if (R_CullFrustum(rtlight->cullmins, rtlight->cullmaxs)) return; // in the typical case this will be quickly replaced by GetLightInfo @@ -3537,7 +3546,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) shadowtrispvs = r_shadow_buffer_shadowtrispvs; lighttrispvs = r_shadow_buffer_lighttrispvs; // if the reduced leaf bounds are offscreen, skip it - if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) + if (R_CullFrustum(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) return; } else @@ -3571,14 +3580,14 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) // add dynamic entities that are lit by the light for (i = 0; i < r_refdef.scene.numentities; i++) { - dp_model_t *model; + model_t *model; entity_render_t *ent = r_refdef.scene.entities[i]; vec3_t org; if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs)) continue; // skip the object entirely if it is not within the valid // shadow-casting region (which includes the lit region) - if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) + if (R_CullBox(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) continue; if (!(model = ent->model)) continue; @@ -3718,7 +3727,7 @@ static void R_Shadow_DrawLightShadowMaps(rtlight_t *rtlight) { int i; int numsurfaces; - unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides; + unsigned char *shadowtrispvs, *surfacesides; int numlightentities; int numlightentities_noselfshadow; int numshadowentities; @@ -3766,7 +3775,6 @@ static void R_Shadow_DrawLightShadowMaps(rtlight_t *rtlight) shadowentities = rtlight->cached_shadowentities; shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow; shadowtrispvs = rtlight->cached_shadowtrispvs; - lighttrispvs = rtlight->cached_lighttrispvs; surfacelist = rtlight->cached_surfacelist; // make this the active rtlight for rendering purposes @@ -3861,17 +3869,13 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) { int i; int numsurfaces; - unsigned char *shadowtrispvs, *lighttrispvs; + unsigned char *lighttrispvs; int numlightentities; int numlightentities_noselfshadow; - int numshadowentities; - int numshadowentities_noselfshadow; entity_render_t **lightentities; entity_render_t **lightentities_noselfshadow; - entity_render_t **shadowentities; - entity_render_t **shadowentities_noselfshadow; int *surfacelist; - qboolean castshadows; + qbool castshadows; // check if we cached this light this frame (meaning it is worth drawing) if (!rtlight->draw) @@ -3887,14 +3891,9 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) numlightentities = rtlight->cached_numlightentities; numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow; - numshadowentities = rtlight->cached_numshadowentities; - numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow; numsurfaces = rtlight->cached_numsurfaces; lightentities = rtlight->cached_lightentities; lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow; - shadowentities = rtlight->cached_shadowentities; - shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow; - shadowtrispvs = rtlight->cached_shadowtrispvs; lighttrispvs = rtlight->cached_lighttrispvs; surfacelist = rtlight->cached_surfacelist; castshadows = rtlight->castshadows; @@ -3917,20 +3916,11 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight) if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D) { - float borderbias; - int size; - float shadowmapoffsetnoselfshadow = 0; matrix4x4_t radiustolight = rtlight->matrix_worldtolight; Matrix4x4_Abs(&radiustolight); - size = rtlight->shadowmapatlassidesize; - borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder); - //Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size); - if (rtlight->cached_numshadowentities_noselfshadow) - shadowmapoffsetnoselfshadow = rtlight->shadowmapatlassidesize * 2; - // render lighting using the depth texture as shadowmap // draw lighting in the unmasked areas if (numsurfaces + numlightentities) @@ -4057,7 +4047,7 @@ void R_Shadow_DrawPrepass(void) } #define MAX_SCENELIGHTS 65536 -qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight) +static qbool R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight) { if (r_shadow_scenemaxlights <= r_shadow_scenenumlights) { @@ -4085,8 +4075,9 @@ void R_Shadow_PrepareLights(void) int shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d); int shadowmapmaxsize = bound(shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, shadowmaptexturesize / 8); - if (r_shadow_shadowmaptexturesize != shadowmaptexturesize || - !(r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || + if (r_shadow_shadowmode_shadowmapping != r_shadow_shadowmapping.integer || + r_shadow_shadowmode_deferred != r_shadow_deferred.integer || + r_shadow_shadowmaptexturesize != shadowmaptexturesize || r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32) || r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer || @@ -4111,17 +4102,17 @@ void R_Shadow_PrepareLights(void) break; } - if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height) + if (r_shadow_prepass_width != r_fb.screentexturewidth || r_shadow_prepass_height != r_fb.screentextureheight) { R_Shadow_FreeDeferred(); r_shadow_usingdeferredprepass = true; - r_shadow_prepass_width = vid.width; - r_shadow_prepass_height = vid.height; - r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24); - r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepass_width = r_fb.screentexturewidth; + r_shadow_prepass_height = r_fb.screentextureheight; + r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); // set up the geometry pass fbo (depth + normalmap) r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); @@ -4440,7 +4431,7 @@ static void R_Shadow_DrawModelShadowMaps(void) relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1])); relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); RSurf_ActiveModelEntity(ent, false, false, false); - ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); + ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->submodelsurfaces_end - ent->model->submodelsurfaces_start, ent->model->modelsurfaces_sorted + ent->model->submodelsurfaces_start, NULL, relativeshadowmins, relativeshadowmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } @@ -4465,7 +4456,7 @@ static void R_Shadow_DrawModelShadowMaps(void) Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix); } -static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) +static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qbool usequery) { float zdist; vec3_t centerorigin; @@ -4559,7 +4550,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) if (VectorLength(color) > (1.0f / 256.0f)) { float vertex3f[12]; - qboolean negated = (color[0] + color[1] + color[2] < 0); + qbool negated = (color[0] + color[1] + color[2] < 0); if(negated) { VectorNegate(color, color); @@ -4576,7 +4567,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) void R_Shadow_DrawCoronas(void) { int i, flag; - qboolean usequery = false; + qbool usequery = false; size_t lightindex; dlight_t *light; rtlight_t *rtlight; @@ -4672,10 +4663,7 @@ void R_Shadow_DrawCoronas(void) rtlight = r_refdef.scene.lights[i]; if (rtlight->corona_visibility <= 0) continue; - if (gl_flashblend.integer) - R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f); - else - R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); + R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale); } } @@ -5428,7 +5416,7 @@ static void R_Shadow_EditLights_Edit_f(cmd_state_t *cmd) VectorCopy(r_shadow_selectedlight->color, color); radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; - if (r_shadow_selectedlight->cubemapname) + if (*r_shadow_selectedlight->cubemapname) strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname)); else cubemapname[0] = 0; @@ -5754,7 +5742,7 @@ static void R_Shadow_EditLights_EditAll_f(cmd_state_t *cmd) if (!light) continue; R_Shadow_SelectLight(light); - R_Shadow_EditLights_Edit_f(&cmd_client); + R_Shadow_EditLights_Edit_f(cmd_local); } // return to old selected (to not mess editing once selection is locked) R_Shadow_SelectLight(oldselected); @@ -5963,7 +5951,7 @@ static void R_Shadow_EditLights_CopyInfo_f(cmd_state_t *cmd) VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color); r_shadow_bufferlight.radius = r_shadow_selectedlight->radius; r_shadow_bufferlight.style = r_shadow_selectedlight->style; - if (r_shadow_selectedlight->cubemapname) + if (*r_shadow_selectedlight->cubemapname) strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname)); else r_shadow_bufferlight.cubemapname[0] = 0; @@ -6034,21 +6022,21 @@ static void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_current_specular); Cvar_RegisterVariable(&r_editlights_current_normalmode); Cvar_RegisterVariable(&r_editlights_current_realtimemode); - Cmd_AddCommand(&cmd_client, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); - Cmd_AddCommand(&cmd_client, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); - Cmd_AddCommand(&cmd_client, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); - Cmd_AddCommand(&cmd_client, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); - Cmd_AddCommand(&cmd_client, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); - Cmd_AddCommand(&cmd_client, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); - Cmd_AddCommand(&cmd_client, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); - Cmd_AddCommand(&cmd_client, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); - Cmd_AddCommand(&cmd_client, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); - Cmd_AddCommand(&cmd_client, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); - Cmd_AddCommand(&cmd_client, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); - Cmd_AddCommand(&cmd_client, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); - Cmd_AddCommand(&cmd_client, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); - Cmd_AddCommand(&cmd_client, "r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); - Cmd_AddCommand(&cmd_client, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); + Cmd_AddCommand(CF_CLIENT, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock"); }