int bouncecount;
int hitsupercontentsmask;
int skipsupercontentsmask;
+ int skipmaterialflagsmask;
int maxbounce;
int shootparticles;
int shotparticles;
// figure out what we want to interact with
if (settings.hitmodels)
- hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
+ hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
else
hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
- skipsupercontentsmask = SUPERCONTENTS_SKY; // this allows the e1m5 sky shadow to work by ignoring the sky surfaces
+ skipsupercontentsmask = 0;
+ skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT;
maxbounce = settings.maxbounce;
for (lightindex = 0;lightindex < range2;lightindex++)
{
// static mode fires a LOT of rays but none of them are identical, so they are not cached
// non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
- cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+ cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
}
else
{
// dynamic mode fires many rays and most will match the cache from the previous frame
- cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask);
+ cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
}
if (bouncecount > 0 || settings.includedirectlighting)
{
}
else
{
- // FIXME: these traces should scan all render entities instead of cl.world
- if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+ if (CL_Cache_TraceLineSurfaces(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT).fraction < 1)
return;
}
VectorScale(rtlight->currentcolor, cscale, color);
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
- if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
+ if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
{
bestrating = rating;
best = light;
vec3_t dest, endpos;
trace_t trace;
VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
- trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
+ trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
if (trace.fraction < 1)
{
dist = trace.fraction * r_editlights_cursordistance.value;
if (f <= 0)
continue;
// todo: add to both ambient and diffuse
- if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
+ if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
VectorMA(color, f, light->currentcolor, color);
}
}
if (f <= 0)
continue;
// todo: add to both ambient and diffuse
- if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
+ if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
VectorMA(color, f, light->color, color);
}
}
intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
if (intensity <= 0.0f)
continue;
- if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+ if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
continue;
// scale down intensity to add to both ambient and diffuse
//intensity *= 0.5f;
intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
if (intensity <= 0.0f)
continue;
- if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+ if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
continue;
// scale down intensity to add to both ambient and diffuse
//intensity *= 0.5f;