typedef enum r_shadow_shadowmode_e
{
+ R_SHADOW_SHADOWMODE_DISABLED,
R_SHADOW_SHADOWMODE_SHADOWMAP2D
}
r_shadow_shadowmode_t;
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
#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;
// 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;
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;
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);
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:
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();
if (r_shadow_shadowmapvsdcttexture)
R_FreeTexture(r_shadow_shadowmapvsdcttexture);
r_shadow_shadowmapvsdcttexture = NULL;
+
}
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;
}
}
+static void R_Shadow_BounceGrid_FreeHighPixels(void)
+{
+ r_shadow_bouncegrid_state.highpixels = NULL;
+ if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; }
+ if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
+ if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
+ if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
+ if (r_shadow_bouncegrid_state.photons) { Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; }
+ if (r_shadow_bouncegrid_state.photons_tasks) { Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; }
+ if (r_shadow_bouncegrid_state.slices_tasks) { Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; }
+}
+
static void R_Shadow_FreeDeferred(void);
static void r_shadow_shutdown(void)
{
CHECKGLERROR
- R_Shadow_UncompileWorldLights();
R_Shadow_FreeShadowMaps();
if (r_shadow_scenelightlist)
Mem_Free(r_shadow_scenelightlist);
r_shadow_scenelightlist = NULL;
- r_shadow_bouncegrid_state.highpixels = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
- if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
- if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
- if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
- if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
+ R_Shadow_BounceGrid_FreeHighPixels();
memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
r_shadow_attenuationgradienttexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
static void r_shadow_newmap(void)
{
- r_shadow_bouncegrid_state.highpixels = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; }
- if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
- if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
- if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
- if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
- if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
- if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
+ R_Shadow_BounceGrid_FreeHighPixels();
if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; }
if (r_shadow_lightcorona) { R_SkinFrame_MarkUsed(r_shadow_lightcorona); }
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)
r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
}
break;
- default:
- return;
+ case R_SHADOW_SHADOWMODE_DISABLED:
+ break;
}
}
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;
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)
{
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);
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
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)
{ 1, 1, 1},
};
-void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping)
+void R_Shadow_RenderMode_DrawDeferredLight(qbool shadowmapping)
{
int i;
float vertex3f[8*3];
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;
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;
settings->rng_type = r_shadow_bouncegrid_rng_type.integer;
settings->rng_seed = r_shadow_bouncegrid_rng_seed.integer;
settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity;
- settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity;
settings->normalizevectors = r_shadow_bouncegrid_normalizevectors.integer != 0;
settings->subsamples = bound(1, r_shadow_bouncegrid_subsamples.integer, 4);
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;
{
int lightindex;
int range;
- qboolean bounds_set = false;
+ qbool bounds_set = false;
dlight_t *light;
rtlight_t *rtlight;
{
if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; }
- r_shadow_bouncegrid_state.highpixels = NULL;
-
- if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; }
- if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
- if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
- if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
- if (r_shadow_bouncegrid_state.photons) { Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; }
- if (r_shadow_bouncegrid_state.photons_tasks) { Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; }
- if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
+ R_Shadow_BounceGrid_FreeHighPixels();
r_shadow_bouncegrid_state.numpixels = numpixels;
}
// 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)
}
// 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++)
{
}
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;
}
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;
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;
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)
{
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)
{
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);
R_FreeTexture(r_shadow_bouncegrid_state.texture);
r_shadow_bouncegrid_state.texture = NULL;
}
- r_shadow_bouncegrid_state.highpixels = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
- if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
- if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
- if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
- if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
+ R_Shadow_BounceGrid_FreeHighPixels();
r_shadow_bouncegrid_state.numpixels = 0;
r_shadow_bouncegrid_state.numphotons = 0;
r_shadow_bouncegrid_state.directional = false;
}
// 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
// after we compute the static lighting we don't need to keep the highpixels array around
if (settings.staticmode)
- {
- r_shadow_bouncegrid_state.highpixels = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
- if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
- if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
- if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
- if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
- if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
- }
+ R_Shadow_BounceGrid_FreeHighPixels();
}
-void R_Shadow_RenderMode_VisibleLighting(qboolean transparent)
+void R_Shadow_RenderMode_VisibleLighting(qbool transparent)
{
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
{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)
{
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);
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;
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
}
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
}
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;
// 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;
/*
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);
}
*/
// 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
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
// 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;
{
int i;
int numsurfaces;
- unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
+ unsigned char *shadowtrispvs, *surfacesides;
int numlightentities;
int numlightentities_noselfshadow;
int numshadowentities;
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
{
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)
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;
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)
}
#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)
{
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 ||
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);
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
}
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;
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);
void R_Shadow_DrawCoronas(void)
{
int i, flag;
- qboolean usequery = false;
+ qbool usequery = false;
size_t lightindex;
dlight_t *light;
rtlight_t *rtlight;
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);
}
}
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;
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);
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;
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");
}