typedef struct cgdrawlight_s
{
float origin[3];
- float light[3];
+ float color[3];
+ float radius;
}
cgdrawlight_t;
void CGVM_Draw_Light(const cgdrawlight_t *l)
{
- CL_AllocDlight(NULL, (float *) l->origin, 1, l->light[0], l->light[1], l->light[2], 0, 0);
+ matrix4x4_t matrix;
+ Matrix4x4_CreateTranslate(&matrix, l->origin[0], l->origin[1], l->origin[2]);
+ CL_AllocDlight(NULL, &matrix, l->radius, l->color[0], l->color[1], l->color[2], 0, 0, 0, 0, true, 1);
}
void *CGVM_Malloc(const int size)
}
}
-void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona)
{
int i;
dlight_t *dl;
dlightsetup:
//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
+ dl->matrix = *matrix;
dl->ent = ent;
- CL_FindNonSolidLocation(org, dl->origin, 6);
- //VectorCopy(org, dl->origin);
+ dl->origin[0] = dl->matrix.m[0][3];
+ dl->origin[1] = dl->matrix.m[1][3];
+ dl->origin[2] = dl->matrix.m[2][3];
+ CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+ dl->matrix.m[0][3] = dl->origin[0];
+ dl->matrix.m[1][3] = dl->origin[1];
+ dl->matrix.m[2][3] = dl->origin[2];
dl->radius = radius;
dl->color[0] = red;
dl->color[1] = green;
dl->die = cl.time + lifetime;
else
dl->die = 0;
+ dl->cubemapnum = cubemapnum;
+ dl->style = style;
+ dl->shadow = shadowenable;
+ dl->corona = corona;
}
void CL_DecayLights(void)
// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
void CL_LinkNetworkEntity(entity_t *e)
{
- matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+ matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
int j, k, l, trailtype, temp;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
entity_t *t;
model_t *model;
//entity_persistent_t *p = &e->persistent;
origin[1] = e->render.matrix.m[1][3];
origin[2] = e->render.matrix.m[2][3];
trailtype = -1;
+ dlightradius = 0;
dlightcolor[0] = 0;
dlightcolor[1] = 0;
dlightcolor[2] = 0;
{
if (gamemode == GAME_NEXUIZ)
{
- dlightcolor[0] += 100.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 400.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.390625f;
+ dlightcolor[1] += 0.781250f;
+ dlightcolor[2] += 1.562500f;
trailtype = 8;
}
else
e->persistent.muzzleflash = 100.0f;
if (e->render.effects & EF_DIMLIGHT)
{
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 200.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.781250f;
+ dlightcolor[2] += 0.781250f;
}
if (e->render.effects & EF_BRIGHTLIGHT)
{
- dlightcolor[0] += 400.0f;
- dlightcolor[1] += 400.0f;
- dlightcolor[2] += 400.0f;
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 1.562500f;
+ dlightcolor[1] += 1.562500f;
+ dlightcolor[2] += 1.562500f;
}
// LordHavoc: more effects
if (e->render.effects & EF_RED) // red
{
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 20.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.078125f;
+ dlightcolor[2] += 0.078125f;
}
if (e->render.effects & EF_BLUE) // blue
{
- dlightcolor[0] += 20.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 200.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.078125f;
+ dlightcolor[1] += 0.078125f;
+ dlightcolor[2] += 0.781250f;
}
if (e->render.effects & EF_FLAME)
{
// how many flames to make
temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
CL_FlameCube(mins, maxs, temp);
- d = lhrandom(200, 250);
+ d = lhrandom(0.75f, 1);
+ dlightradius = max(dlightradius, 200);
dlightcolor[0] += d * 1.0f;
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
// how many particles to make
temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
CL_Stardust(mins, maxs, temp);
- d = 100;
+ d = 0.390625f;
+ dlightradius = max(dlightradius, 200);
dlightcolor[0] += d * 1.0f;
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
{
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
- CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
+ tempmatrix = e->render.matrix;
+ tempmatrix.m[0][3] = v[0];
+ tempmatrix.m[1][3] = v[1];
+ tempmatrix.m[2][3] = v[2];
+ CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 1);
e->persistent.muzzleflash -= cl.frametime * 1000;
}
// LordHavoc: if the model has no flags, don't check each
else if (e->render.model->flags & EF_TRACER)
{
trailtype = 3;
- dlightcolor[0] += 0x10;
- dlightcolor[1] += 0x40;
- dlightcolor[2] += 0x10;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.060000f;
+ dlightcolor[1] += 0.250000f;
+ dlightcolor[2] += 0.062500f;
}
else if (e->render.model->flags & EF_TRACER2)
{
trailtype = 5;
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x30;
- dlightcolor[2] += 0x10;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.312500f;
+ dlightcolor[1] += 0.187500f;
+ dlightcolor[2] += 0.062500f;
}
else if (e->render.model->flags & EF_ROCKET)
{
trailtype = 0;
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 160.0f;
- dlightcolor[2] += 80.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.625000f;
+ dlightcolor[2] += 0.312500f;
}
else if (e->render.model->flags & EF_GRENADE)
{
else if (e->render.model->flags & EF_TRACER3)
{
trailtype = 6;
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x20;
- dlightcolor[2] += 0x40;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.312500f;
+ dlightcolor[1] += 0.125000f;
+ dlightcolor[2] += 0.250000f;
}
}
// LordHavoc: customizable glow
{
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
- VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+ VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ }
+ if (e->state_current.light[3])
+ {
+ dlightradius = max(dlightradius, e->state_current.light[3]);
+ if (VectorLength2(dlightcolor) == 0)
+ (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
+ else
+ VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
}
// make the dlight
- if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
{
- VectorCopy(origin, v);
+ dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
- v[2] += 30;
- CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ dlightmatrix.m[2][3] += 30;
+ CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & 1), 1);
}
// trails need the previous frame
if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
r_refdef.entities[r_refdef.numentities++] = &e->render;
if (cl_num_entities < e->state_current.number + 1)
cl_num_entities = e->state_current.number + 1;
+ //if (cl.viewentity && e - cl_entities == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
}
}
entity_t *ent;
float yaw, pitch;
float forward;
+ matrix4x4_t tempmatrix;
for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
{
if (b->lightning)
{
if (cl_beams_lightatend.integer)
- CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+ {
+ // FIXME: create a matrix from the beam start/end orientation
+ Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+ CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
+ }
if (cl_beams_polygons.integer)
continue;
}
int colorStart, colorLength, count;
float velspeed, radius;
qbyte *tempcolor;
+ matrix4x4_t tempmatrix;
type = MSG_ReadByte();
switch (type)
// spike hitting wall
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_AllocDlight(NULL, pos, 50, 0.25f, 1.00f, 0.25f, 250, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 150, 0.25f, 1.00f, 0.25f, 250, 0.2, 0, 0, false, 1);
CL_RunParticleEffect(pos, vec3_origin, 20, 30);
S_StartSound(-1, 0, cl_sfx_wizhit, pos, 1, 1);
break;
// spike hitting wall
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_AllocDlight(NULL, pos, 50, 1.0f, 0.60f, 0.20f, 250, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 150, 1.0f, 0.60f, 0.20f, 250, 0.2, 0, 0, false, 1);
CL_RunParticleEffect(pos, vec3_origin, 226, 20);
S_StartSound(-1, 0, cl_sfx_knighthit, pos, 1, 1);
break;
CL_FindNonSolidLocation(pos, pos, 4);
// LordHavoc: changed to spark shower
CL_SparkShower(pos, vec3_origin, 15);
- CL_AllocDlight(NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
if (rand() % 5)
S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1);
CL_FindNonSolidLocation(pos, pos, 4);
// LordHavoc: changed to dust shower
CL_SparkShower(pos, vec3_origin, 30);
- CL_AllocDlight(NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2, 0, 0, true, 1);
if (rand() % 5)
S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1);
else
case TE_PLASMABURN:
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_AllocDlight(NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, 0, true, 1);
CL_PlasmaBurn(pos);
break;
// LordHavoc: added for improved gore
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 4);
CL_SparkShower(pos, vec3_origin, 15);
- CL_AllocDlight(NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2, 0, 0, true, 1);
break;
case TE_EXPLOSION:
CL_FindNonSolidLocation(pos, pos, 10);
CL_ParticleExplosion(pos);
// LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
- CL_AllocDlight(NULL, pos, 350, 1.25f, 1.0f, 0.5f, 700, 0.5);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 350, 1.25f, 1.0f, 0.5f, 700, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 10);
CL_ParticleExplosion(pos);
- CL_AllocDlight(NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 10);
CL_ParticleExplosion(pos);
- CL_AllocDlight(NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
color[0] = MSG_ReadByte() * (1.0 / 255.0);
color[1] = MSG_ReadByte() * (1.0 / 255.0);
color[2] = MSG_ReadByte() * (1.0 / 255.0);
- CL_AllocDlight(NULL, pos, 350, color[0], color[1], color[2], 700, 0.5);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
- CL_AllocDlight(NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5, 0, 0, true, 1);
break;
case TE_SMALLFLASH:
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_AllocDlight(NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, 0, true, 1);
break;
case TE_CUSTOMFLASH:
color[0] = MSG_ReadByte() * (1.0 / 255.0);
color[1] = MSG_ReadByte() * (1.0 / 255.0);
color[2] = MSG_ReadByte() * (1.0 / 255.0);
- CL_AllocDlight(NULL, pos, radius, color[0], color[1], color[2], radius / velspeed, velspeed);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, 0, true, 1);
break;
case TE_FLAMEJET:
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
- CL_AllocDlight(NULL, pos, 500, 1.0f, 1.0f, 1.0f, 1500, 99.0f);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 500, 1.0f, 1.0f, 1.0f, 1500, 99.0f, 0, 0, true, 1);
// CL_TeleportSplash(pos);
break;
colorLength = MSG_ReadByte();
CL_ParticleExplosion2(pos, colorStart, colorLength);
tempcolor = (qbyte *)&palette_complete[(rand()%colorLength) + colorStart];
- CL_AllocDlight(NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 10);
CL_ParticleExplosion(pos);
- CL_AllocDlight(NULL, pos, 500, 1.25f, 1.0f, 0.5f, 500, 9999);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 500, 1.25f, 1.0f, 0.5f, 500, 9999, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
count = MSG_ReadByte();
CL_FindNonSolidLocation(pos, pos, 5);
CL_Tei_PlasmaHit(pos, dir, count);
- CL_AllocDlight(NULL, pos, 500, 0.3, 0.6, 1.0f, 2000, 9999);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 500, 0.3, 0.6, 1.0f, 2000, 9999, 0, 0, true, 1);
break;
default:
Cmd_ExecuteString ("help", src_command);
break;
case svc_hidelmp:
- SHOWLMP_decodehide();
+ if (gamemode == GAME_TENEBRAE)
+ {
+ // repeating particle effect
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadByte();
+ MSG_ReadLong();
+ MSG_ReadLong();
+ MSG_ReadString();
+ }
+ else
+ SHOWLMP_decodehide();
break;
case svc_showlmp:
- SHOWLMP_decodeshow();
+ if (gamemode == GAME_TENEBRAE)
+ {
+ // particle effect
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadByte();
+ MSG_ReadString();
+ }
+ else
+ SHOWLMP_decodeshow();
break;
case svc_skybox:
R_SetSkyBox(MSG_ReadString());
// location
vec3_t origin;
// stop lighting after this time
- float die;
+ vec_t die;
// color of light
vec3_t color;
// brightness (not really radius anymore)
- float radius;
+ vec_t radius;
// drop this each second
- float decay;
+ vec_t decay;
// the entity that owns this light (can be NULL)
struct entity_render_s *ent;
+ // orientation/scaling/location
+ matrix4x4_t matrix;
+ // cubemap number to use on this light
+ int cubemapnum;
+ // light style which controls intensity of this light
+ int style;
+ // cast shadows
+ int shadow;
+ // corona intensity
+ vec_t corona;
}
dlight_t;
extern client_state_t cl;
-extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime);
+extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona);
extern void CL_DecayLights (void);
//=============================================================================
gamemode = GAME_SETHERAL;
else if (strstr(name, "som"))
gamemode = GAME_SOM;
+ else if (strstr(name, "tenebrae"))
+ gamemode = GAME_TENEBRAE;
else
gamemode = GAME_NORMAL;
gamemode = GAME_SETHERAL;
else if (COM_CheckParm ("-som"))
gamemode = GAME_SOM;
+ else if (COM_CheckParm ("-tenebrae"))
+ gamemode = GAME_TENEBRAE;
switch(gamemode)
{
gamename = "Son of Man";
gamedirname = "data";
break;
+ case GAME_TENEBRAE:
+ gamename = "DarkPlaces-Tenebrae";
+ gamedirname = "tenebrae";
+ break;
default:
Sys_Error("COM_InitGameType: unknown gamemode %i\n", gamemode);
break;
#define GAME_FNIGGIUM 10
#define GAME_SETHERAL 11
#define GAME_SOM 12
+#define GAME_TENEBRAE 13 // full of evil hackery
extern int gamemode;
extern char *gamename;
}
}
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
int c, meshnum, layernum;
float fog, ifog, lightcolor2[3];
if (layer->flags & ALIASLAYER_SPECULAR)
{
c_alias_polys += mesh->num_triangles;
- R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap);
+ R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap);
}
else if (layer->flags & ALIASLAYER_DIFFUSE)
{
lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
}
c_alias_polys += mesh->num_triangles;
- R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap);
+ R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap);
}
}
}
// FIXME
}
-void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
// FIXME
}
worldlight_t *wl;
rdlight_t *rd;
rmeshstate_t m;
- matrix4x4_t matrix;
- matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
- matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+ rtexture_t *cubemaptexture;
+ matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
if (visiblevolumes)
{
continue;
cullradius = wl->cullradius;
- lightradius = wl->lightradius;
+ lightradius = wl->radius;
VectorCopy(wl->mins, clipmins);
VectorCopy(wl->maxs, clipmaxs);
f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
- VectorScale(wl->light, f, lightcolor);
+ VectorScale(wl->color, f, lightcolor);
if (wl->selected)
{
f = 2 + sin(realtime * M_PI * 4.0);
VectorScale(lightcolor, f, lightcolor);
}
- if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes))
+ if (r_shadow_worldshadows.integer && wl->drawshadows && (gl_stencil || visiblevolumes))
{
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
if (!visiblevolumes)
{
- if (r_shadow_worldshadows.integer && wl->castshadows && gl_stencil)
+ if (r_shadow_worldshadows.integer && wl->drawshadows && gl_stencil)
R_Shadow_Stage_LightWithShadows();
else
R_Shadow_Stage_LightWithoutShadows();
- // calculate world to filter matrix
- //Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0] + cl.time * 12, wl->angles[1] + cl.time * 45, wl->angles[2], lightradius);
- Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
- Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
- // calculate world to attenuationxyz/xy matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
- Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
- // calculate world to attenuationz matrix
- matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
- matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
- matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
- matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
- Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight)
{
Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix);
if (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
}
if (r_drawentities.integer)
{
{
Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
+ Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
}
}
}
{
for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
{
- lightradius = rd->cullradius;
+ lightradius = rd->radius;
clipmins[0] = rd->origin[0] - lightradius;
clipmins[1] = rd->origin[1] - lightradius;
clipmins[2] = rd->origin[2] - lightradius;
continue;
cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
- VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+ VectorCopy(rd->color, lightcolor);
+
+ if (rd->cubemapnum > 0)
+ cubemaptexture = R_Shadow_Cubemap(va("cubemaps/%i", rd->cubemapnum));
+ else
+ cubemaptexture = NULL;
- if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes))
+ if (r_shadow_dlightshadows.integer && rd->shadow && (gl_stencil || visiblevolumes))
{
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
if (!visiblevolumes)
{
- if (r_shadow_dlightshadows.integer && gl_stencil)
+ if (r_shadow_dlightshadows.integer && gl_stencil && rd->shadow)
R_Shadow_Stage_LightWithShadows();
else
R_Shadow_Stage_LightWithoutShadows();
- // calculate world to filter matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
- Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
- // calculate world to attenuationxyz/xy matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
- Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
- // calculate world to attenuationz matrix
- matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
- matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
- matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
- matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
- Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight)
{
Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, NULL);
+ Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
}
if (r_drawentities.integer)
{
{
Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, NULL);
+ Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
}
}
}
}
}
-void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
int surfnum;
msurface_t *surf;
t = surf->texinfo->texture->currentframe;
if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
- R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+ R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
}
}
}
}
}
-void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
return;
- R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
- R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
+ R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
}
-void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
int i;
q3mface_t *face;
//else
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
- R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+ R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
}
}
S_LocalSound ("misc/menu3.wav");
optnum = 0;
- if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_modellights, bound(0, r_modellights.value + dir, 8));
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_coronas, !r_coronas.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&gl_flashblend, !gl_flashblend.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles, !cl_particles.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles_quality, bound(1, cl_particles_quality.value + dir * 0.5, 4));
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_explosions, !cl_explosions.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_explosionclip, !r_explosionclip.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_stainmaps, !cl_stainmaps.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_decals, !cl_decals.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_detailtextures, !r_detailtextures.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles_bulletimpacts, !cl_particles_bulletimpacts.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles_smoke, !cl_particles_smoke.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles_sparks, !cl_particles_sparks.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles_bubbles, !cl_particles_bubbles.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles_blood, !cl_particles_blood.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles_blood_alpha, bound(0.2, cl_particles_blood_alpha.value + dir * 0.1, 1));
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&cl_particles_blood_bloodhack, !cl_particles_blood_bloodhack.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_lerpmodels, !r_lerpmodels.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_lerpsprites, !r_lerpsprites.integer);
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_wateralpha, bound(0, r_wateralpha.value + dir * 0.1, 1));
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_waterscroll, bound(0, r_waterscroll.value + dir * 0.5, 10));
- else if (options_effects_cursor == optnum++)
- Cvar_SetValueQuick (&r_watershader, bound(0, r_watershader.value + dir * 0.25, 10));
+ if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_modellights, bound(0, r_modellights.value + dir, 8));
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_coronas, bound(0, r_coronas.value + dir * 0.125, 4));
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&gl_flashblend, !gl_flashblend.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles, !cl_particles.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_quality, bound(1, cl_particles_quality.value + dir * 0.5, 4));
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_explosions, !cl_explosions.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_explosionclip, !r_explosionclip.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_stainmaps, !cl_stainmaps.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_decals, !cl_decals.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_detailtextures, !r_detailtextures.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_bulletimpacts, !cl_particles_bulletimpacts.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_smoke, !cl_particles_smoke.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_sparks, !cl_particles_sparks.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_bubbles, !cl_particles_bubbles.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_blood, !cl_particles_blood.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_blood_alpha, bound(0.2, cl_particles_blood_alpha.value + dir * 0.1, 1));
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_blood_bloodhack, !cl_particles_blood_bloodhack.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_lerpmodels, !r_lerpmodels.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_lerpsprites, !r_lerpsprites.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_wateralpha, bound(0, r_wateralpha.value + dir * 0.1, 1));
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_waterscroll, bound(0, r_waterscroll.value + dir * 0.5, 10));
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_watershader, bound(0, r_watershader.value + dir * 0.25, 10));
}
void M_Options_Effects_Draw (void)
opty = 32 - bound(0, optcursor - (visible >> 1), max(0, OPTIONS_EFFECTS_ITEMS - visible)) * 8;
M_Options_PrintSlider( " Lights Per Model", true, r_modellights.value, 0, 8);
- M_Options_PrintCheckbox(" Coronas", true, r_coronas.integer);
+ M_Options_PrintSlider( " Corona Intensity", true, r_coronas.value, 0, 4);
M_Options_PrintCheckbox(" Use Only Coronas", true, gl_flashblend.integer);
M_Options_PrintCheckbox(" Particles", true, cl_particles.integer);
M_Options_PrintSlider( " Particles Quality", true, cl_particles_quality.value, 1, 4);
#define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)\n", loadmodel->name, VALUE, MIN, MAX);
extern void R_Model_Alias_Draw(entity_render_t *ent);
extern void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
+extern void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
void Mod_IDP0_Load(model_t *mod, void *buffer)
{
int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
extern void R_Model_Zymotic_DrawSky(entity_render_t *ent);
extern void R_Model_Zymotic_Draw(entity_render_t *ent);
extern void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
+extern void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer)
{
zymtype1header_t *pinmodel, *pheader;
extern void R_Model_Brush_DrawSky(entity_render_t *ent);
extern void R_Model_Brush_Draw(entity_render_t *ent);
extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
+extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
void Mod_Q1BSP_Load(model_t *mod, void *buffer)
{
int i, j, k;
extern void R_Q3BSP_DrawSky(struct entity_render_s *ent);
extern void R_Q3BSP_Draw(struct entity_render_s *ent);
extern void R_Q3BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Q3BSP_DrawLight(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
+extern void R_Q3BSP_DrawLight(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
void Mod_Q3BSP_Load(model_t *mod, void *buffer)
{
int i, j;
// draw a shadow volume for the model based on light source
void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
// draw the lighting on a model (through stencil)
- void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
+ void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap);
// trace a box against this model
void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
// fields belonging to each type of model
"KRIMZON_SV_PARSECLIENTCOMMAND "
"NEH_CMD_PLAY2 "
"NEH_RESTOREGAME "
+"TENEBRAE_GFX_DLIGHTS "
"TW_SV_STEPCONTROL "
;
int eval_clientcolors;
int eval_tag_entity;
int eval_tag_index;
+int eval_light_lev;
+int eval_color;
+int eval_style;
+int eval_pflags;
mfunction_t *SV_PlayerPhysicsQC;
mfunction_t *EndFrameQC;
eval_clientcolors = FindFieldOffset("clientcolors");
eval_tag_entity = FindFieldOffset("tag_entity");
eval_tag_index = FindFieldOffset("tag_index");
+ eval_light_lev = FindFieldOffset("light_lev");
+ eval_color = FindFieldOffset("color");
+ eval_style = FindFieldOffset("style");
+ eval_pflags = FindFieldOffset("pflags");
// LordHavoc: allowing QuakeC to override the player movement code
SV_PlayerPhysicsQC = ED_FindFunction ("SV_PlayerPhysics");
{ev_vector, "punchvector"},
{ev_float, "clientcolors"},
{ev_entity, "tag_entity"},
- {ev_float, "tag_index"}
+ {ev_float, "tag_index"},
+ {ev_float, "light_lev"},
+ {ev_float, "color"},
+ {ev_float, "style"},
+ {ev_float, "pflags"}
};
/*
if (progs->version != PROG_VERSION)
Host_Error ("progs.dat has wrong version number (%i should be %i)", progs->version, PROG_VERSION);
- if (progs->crc != PROGHEADER_CRC)
+ if (progs->crc != PROGHEADER_CRC && progs->crc != 32401) // tenebrae crc also allowed
Host_Error ("progs.dat system vars have been modified, progdefs.h is out of date");
//pr_functions = (dfunction_t *)((qbyte *)progs + progs->ofs_functions);
extern int eval_clientcolors;
extern int eval_tag_entity;
extern int eval_tag_index;
+extern int eval_light_lev;
+extern int eval_color;
+extern int eval_style;
+extern int eval_pflags;
#define GETEDICTFIELDVALUE(ed, fieldoffset) (fieldoffset ? (eval_t *)((qbyte *)ed->v + fieldoffset) : NULL)
0,//unsigned short exteriormodelforclient;
0,//unsigned short nodrawtoclient;
0,//unsigned short drawonlytoclient;
+ {0,0,0,0},//short light[4];
+ 0,//qbyte lightstyle;
+ 0,//qbyte lightpflags;
0,//qbyte colormap;
0,//qbyte skin;
255,//qbyte alpha;
254,//qbyte glowcolor;
0,//qbyte flags;
0,//qbyte tagindex;
+ {0,0,0,0,0,0}//qbyte unused[6];
};
void ClearStateToDefault(entity_state_t *s)
bits |= E_FLAGS;
if (ent->tagindex != delta->tagindex || ent->tagentity != delta->tagentity)
bits |= E_TAGATTACHMENT;
+ if (ent->light[0] != delta->light[0] || ent->light[1] != delta->light[1] || ent->light[2] != delta->light[2] || ent->light[3] != delta->light[3])
+ bits |= E_LIGHT;
+ if (ent->lightstyle != delta->lightstyle)
+ bits |= E_LIGHTSTYLE;
+ if (ent->lightpflags != delta->lightpflags)
+ bits |= E_LIGHTPFLAGS;
if (bits) // don't send anything if it hasn't changed
{
MSG_WriteShort(msg, ent->tagentity);
MSG_WriteByte(msg, ent->tagindex);
}
+ if (bits & E_LIGHT)
+ {
+ MSG_WriteShort(msg, ent->light[0]);
+ MSG_WriteShort(msg, ent->light[1]);
+ MSG_WriteShort(msg, ent->light[2]);
+ MSG_WriteShort(msg, ent->light[3]);
+ }
+ if (bits & E_LIGHTSTYLE)
+ MSG_WriteByte(msg, ent->lightstyle);
+ if (bits & E_LIGHTPFLAGS)
+ MSG_WriteByte(msg, ent->lightpflags);
}
}
else if (delta->active)
e->tagentity = MSG_ReadShort();
e->tagindex = MSG_ReadByte();
}
+ if (bits & E_LIGHT)
+ {
+ e->light[0] = MSG_ReadShort();
+ e->light[1] = MSG_ReadShort();
+ e->light[2] = MSG_ReadShort();
+ e->light[3] = MSG_ReadShort();
+ }
+ if (bits & E_LIGHTSTYLE)
+ e->lightstyle = MSG_ReadByte();
+ if (bits & E_LIGHTPFLAGS)
+ e->lightpflags = MSG_ReadByte();
if (developer_networkentities.integer >= 2)
{
Con_Printf(" E_SKIN %i", e->skin);
if (bits & E_GLOWSIZE)
- Con_Printf(" E_GLOWSIZE %i", e->glowsize * 8);
+ Con_Printf(" E_GLOWSIZE %i", e->glowsize * 4);
if (bits & E_GLOWCOLOR)
Con_Printf(" E_GLOWCOLOR %i", e->glowcolor);
+
+ if (bits & E_LIGHT)
+ Con_Printf(" E_LIGHT %i:%i:%i:%i", e->light[0], e->light[1], e->light[2], e->light[3]);
+ if (bits & E_LIGHTPFLAGS)
+ Con_Printf(" E_LIGHTPFLAGS %i", e->lightpflags);
if (bits & E_TAGATTACHMENT)
Con_Printf(" E_TAGATTACHMENT e%i:%i", e->tagentity, e->tagindex);
+ if (bits & E_LIGHTSTYLE)
+ Con_Printf(" E_LIGHTSTYLE %i", e->lightstyle);
Con_Printf("\n");
}
}
#define U_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well)
#define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
#define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
-#define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
+#define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
#define U_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set)
// LordHavoc: colormod feature has been removed, because no one used it
#define U_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend...
unsigned short frame;
unsigned short effects;
unsigned short tagentity;
- unsigned short specialvisibilityradius;
+ unsigned short specialvisibilityradius; // larger if it has effects/light
unsigned short viewmodelforclient;
unsigned short exteriormodelforclient;
unsigned short nodrawtoclient;
unsigned short drawonlytoclient;
+ unsigned short light[4]; // color*256 (0.00 to almost 64.00), and radius*1
+ qbyte lightstyle;
+ qbyte lightpflags;
qbyte colormap;
- qbyte skin;
+ qbyte skin; // also chooses cubemap for rtlights if there is no model
qbyte alpha;
qbyte scale;
qbyte glowsize;
qbyte glowcolor;
qbyte flags;
qbyte tagindex;
+ // padding to a multiple of 8 bytes (to align the double time)
+ qbyte unused[6];
}
entity_state_t;
#define E_EFFECTS2 (1<<18)
#define E_GLOWSIZE (1<<19)
#define E_GLOWCOLOR (1<<20)
-#define E_UNUSED1 (1<<21)
-#define E_UNUSED2 (1<<22)
+#define E_LIGHT (1<<21)
+#define E_LIGHTPFLAGS (1<<22)
#define E_EXTEND3 (1<<23)
#define E_SOUND1 (1<<24)
#define E_SOUNDVOL (1<<25)
#define E_SOUNDATTEN (1<<26)
#define E_TAGATTACHMENT (1<<27)
-#define E_UNUSED5 (1<<28)
+#define E_LIGHTSTYLE (1<<28)
#define E_UNUSED6 (1<<29)
#define E_UNUSED7 (1<<30)
#define E_EXTEND4 (1<<31)
continue;
rd = &r_dlight[r_numdlights++];
VectorCopy(cd->origin, rd->origin);
- VectorScale(cd->color, cd->radius * 64.0f, rd->light);
+ VectorScale(cd->color, d_lightstylevalue[cd->style] * (1.0f / 256.0f), rd->color);
+ rd->radius = bound(0, cd->radius, 2048.0f);
+ VectorScale(rd->color, rd->radius * 64.0f, rd->light);
+#if 0
rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
// clamp radius to avoid overflowing division table in lightmap code
- if (rd->cullradius2 > (2048.0f * 2048.0f))
- rd->cullradius2 = (2048.0f * 2048.0f);
+ rd->cullradius2 = bound(0, rd->cullradius2, 2048.0f*2048.0f);
rd->cullradius = sqrt(rd->cullradius2);
+#else
+ rd->cullradius = rd->radius;
+ rd->cullradius2 = rd->cullradius * rd->cullradius;
+#endif
rd->subtract = 1.0f / rd->cullradius2;
rd->ent = cd->ent;
+ rd->cubemapnum = cd->cubemapnum;
+ rd->shadow = cd->shadow;
+ rd->corona = cd->corona;
+
+ rd->matrix_lighttoworld = cd->matrix;
+ Matrix4x4_ConcatScale(&rd->matrix_lighttoworld, rd->cullradius);
+ Matrix4x4_Invert_Simple(&rd->matrix_worldtolight, &rd->matrix_lighttoworld);
+ Matrix4x4_Concat(&rd->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rd->matrix_worldtolight);
+ Matrix4x4_Concat(&rd->matrix_worldtoattenuationz, &matrix_attenuationz, &rd->matrix_worldtolight);
+
c_dlights++; // count every dlight in use
}
}
void R_DrawCoronas(void)
{
- int i;
+ int i, lnum;
float cscale, scale, viewdist, dist;
rdlight_t *rd;
+ worldlight_t *wl;
if (!r_coronas.integer)
return;
R_Mesh_Matrix(&r_identitymatrix);
viewdist = DotProduct(r_vieworigin, r_viewforward);
+ if (r_shadow_realtime_world.integer)
+ {
+ for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+ {
+ if (wl->corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(wl->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(wl->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
+ {
+ cscale = wl->corona * r_coronas.value * 0.25f;
+ scale = wl->radius * 0.25f;
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, wl->color[0] * cscale, wl->color[1] * cscale, wl->color[2] * cscale, 1);
+ }
+ }
+ }
for (i = 0;i < r_numdlights;i++)
{
rd = r_dlight + i;
- dist = (DotProduct(rd->origin, r_viewforward) - viewdist);
- if (dist >= 24.0f && CL_TraceLine(rd->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
+ if (rd->corona * r_coronas.value > 0 && (dist = (DotProduct(rd->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(rd->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
{
- cscale = (1.0f / 131072.0f);
- scale = rd->cullradius * 0.25f;
+ cscale = rd->corona * r_coronas.value * 0.25f;
+ scale = rd->radius * 0.25f;
if (gl_flashblend.integer)
{
cscale *= 4.0f;
scale *= 2.0f;
}
- R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, rd->light[0] * cscale, rd->light[1] * cscale, rd->light[2] * cscale, 1);
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, rd->color[0] * cscale, rd->color[1] * cscale, rd->color[2] * cscale, 1);
}
}
}
vec_t cullradius; // only for culling comparisons
vec_t subtract; // to avoid sudden brightness change at cullradius, subtract this
entity_render_t *ent; // owner of this light
+
+ matrix4x4_t matrix_lighttoworld;
+ matrix4x4_t matrix_worldtolight;
+ matrix4x4_t matrix_worldtoattenuationxyz;
+ matrix4x4_t matrix_worldtoattenuationz;
+
+ vec3_t color;
+ vec_t radius;
+ int cubemapnum;
+ int shadow;
+ vec_t corona;
}
rdlight_t;
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
+matrix4x4_t matrix_attenuationxyz =
+{
+ {
+ {0.5, 0.0, 0.0, 0.5},
+ {0.0, 0.5, 0.0, 0.5},
+ {0.0, 0.0, 0.5, 0.5},
+ {0.0, 0.0, 0.0, 1.0}
+ }
+};
+
+matrix4x4_t matrix_attenuationz =
+{
+ {
+ {0.0, 0.0, 0.5, 0.5},
+ {0.0, 0.0, 0.0, 0.0},
+ {0.0, 0.0, 0.0, 0.0},
+ {0.0, 0.0, 0.0, 1.0}
+ }
+};
+
void R_Shadow_ResizeTriangleFacingLight(int numtris)
{
// make sure trianglefacinglight is big enough for this volume
}
}
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
float color[3], color2[3];
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
qglColorMask(1,1,1,0);
color[1] = bound(0, color2[1], 1);
color[2] = bound(0, color2[2], 1);
if (r_textureunits.integer >= 2)
- R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
else
- R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
R_Mesh_Draw(numverts, numtriangles, elements);
c_rt_lightmeshes++;
c_rt_lighttris += numtriangles;
}
}
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
{
int renders;
float color[3], color2[3], colorscale;
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State_Texture(&m);
{
m.texcubemap[1] = R_GetTexture(lightcubemap);
m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State_Texture(&m);
R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
}
-void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
{
shadowmesh_t *mesh;
R_Mesh_Matrix(matrix);
}
for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
{
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
}
}
R_FreeTexturePool(&r_shadow_filters_texturepool);
}
-void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
{
int i, j, k, l, maxverts = 256, tris;
float *vertex3f = NULL, mins[3], maxs[3];
e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
VectorCopy(origin, e->origin);
- VectorCopy(color, e->light);
- e->lightradius = radius;
+ VectorCopy(angles, e->angles);
+ VectorCopy(color, e->color);
+ e->radius = radius;
e->style = style;
if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
{
Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
e->style = 0;
}
- e->castshadows = castshadow;
+ e->drawshadows = shadowenable;
+ e->corona = corona;
- e->cullradius = e->lightradius;
+ Matrix4x4_CreateFromQuakeEntity(&e->matrix_lighttoworld, e->origin[0], e->origin[1], e->origin[2], e->angles[0], e->angles[1], e->angles[2], e->radius);
+ Matrix4x4_Invert_Simple(&e->matrix_worldtolight, &e->matrix_lighttoworld);
+ Matrix4x4_Concat(&e->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &e->matrix_worldtolight);
+ Matrix4x4_Concat(&e->matrix_worldtoattenuationz, &matrix_attenuationz, &e->matrix_worldtolight);
+
+ e->cullradius = e->radius;
for (k = 0;k < 3;k++)
{
- mins[k] = e->origin[k] - e->lightradius;
- maxs[k] = e->origin[k] + e->lightradius;
+ mins[k] = e->origin[k] - e->radius;
+ maxs[k] = e->origin[k] + e->radius;
}
e->next = r_shadow_worldlightchain;
e->cubemap = R_Shadow_Cubemap(e->cubemapname);
}
// FIXME: rewrite this to store ALL geometry into a cache in the light
- if (e->castshadows)
+ if (e->drawshadows)
castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
if (cl.worldmodel)
face->lighttemp_castshadow = false;
if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
{
- if (e->castshadows)
+ if (e->drawshadows)
if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
if (surf->lighttemp_castshadow)
{
surf->lighttemp_castshadow = false;
- if (e->castshadows && (surf->flags & SURF_SHADOWCAST))
+ if (e->drawshadows && (surf->flags & SURF_SHADOWCAST))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
if (!(surf->flags & SURF_DRAWSKY))
Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
// limit box to light bounds (in case it grew larger)
for (k = 0;k < 3;k++)
{
- if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
- if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+ if (e->mins[k] < e->origin[k] - e->radius) e->mins[k] = e->origin[k] - e->radius;
+ if (e->maxs[k] > e->origin[k] + e->radius) e->maxs[k] = e->origin[k] + e->radius;
}
e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
// now that we have the buffers big enough, construct and add
// the shadow volume mesh
- if (e->castshadows)
+ if (e->drawshadows)
e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
for (mesh = castmesh;mesh;mesh = mesh->next)
{
{
int n, a, style, shadow;
char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
- float origin[3], radius, color[3];
+ float origin[3], radius, color[3], angles[3], corona;
if (cl.worldmodel == NULL)
{
Con_Printf("No map loaded.\n");
shadow = false;
t++;
}
- a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
+ a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+ if (a < 13)
+ {
+ corona = 0;
+ VectorClear(angles);
+ }
if (a < 9)
cubemapname[0] = 0;
*s = '\n';
}
VectorScale(color, r_editlights_rtlightscolorscale.value, color);
radius *= r_editlights_rtlightssizescale.value;
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+ R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
s++;
n++;
}
buf = NULL;
for (light = r_shadow_worldlightchain;light;light = light->next)
{
- sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+ sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->drawshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
radius = bound(15, radius, 4096);
VectorScale(color, (2.0f / (8388608.0f)), color);
- R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
s++;
n++;
}
VectorScale(color, light, color);
VectorAdd(origin, originhack, origin);
if (radius >= 15)
- R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+ R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
}
}
return;
}
color[0] = color[1] = color[2] = 1;
- R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+ R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
}
void R_Shadow_EditLights_Edit_f(void)
{
- vec3_t origin, color;
- vec_t radius;
+ vec3_t origin, angles, color;
+ vec_t radius, corona;
int style, shadows;
char cubemapname[1024];
if (!r_editlights.integer)
return;
}
VectorCopy(r_shadow_selectedlight->origin, origin);
- radius = r_shadow_selectedlight->lightradius;
- VectorCopy(r_shadow_selectedlight->light, color);
+ VectorCopy(r_shadow_selectedlight->angles, angles);
+ VectorCopy(r_shadow_selectedlight->color, color);
+ radius = r_shadow_selectedlight->radius;
style = r_shadow_selectedlight->style;
if (r_shadow_selectedlight->cubemapname)
strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
else
cubemapname[0] = 0;
- shadows = r_shadow_selectedlight->castshadows;
+ shadows = r_shadow_selectedlight->drawshadows;
+ corona = r_shadow_selectedlight->corona;
if (!strcmp(Cmd_Argv(1), "origin"))
{
if (Cmd_Argc() != 5)
{
- Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
return;
}
origin[0] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[0] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[1] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[2] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 5)
{
- Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
return;
}
origin[0] += atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[0] += atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[1] += atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[2] += atof(Cmd_Argv(2));
}
+ if (!strcmp(Cmd_Argv(1), "angles"))
+ {
+ if (Cmd_Argc() != 5)
+ {
+ Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+ return;
+ }
+ angles[0] = atof(Cmd_Argv(2));
+ angles[1] = atof(Cmd_Argv(3));
+ angles[2] = atof(Cmd_Argv(4));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesx"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[0] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesy"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[1] = atof(Cmd_Argv(2));
+ }
+ else if (!strcmp(Cmd_Argv(1), "anglesz"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ angles[2] = atof(Cmd_Argv(2));
+ }
else if (!strcmp(Cmd_Argv(1), "color"))
{
if (Cmd_Argc() != 5)
{
- Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
return;
}
color[0] = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
radius = atof(Cmd_Argv(2));
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
style = atoi(Cmd_Argv(2));
{
if (Cmd_Argc() > 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
if (Cmd_Argc() == 3)
{
if (Cmd_Argc() != 3)
{
- Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
}
+ else if (!strcmp(Cmd_Argv(1), "corona"))
+ {
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+ return;
+ }
+ corona = atof(Cmd_Argv(2));
+ }
else
{
Con_Printf("usage: r_editlights_edit [property] [value]\n");
Con_Printf("Selected light's properties:\n");
- Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
- Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
- Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
- Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+ Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+ Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+ Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+ Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
+ Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
+ Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
+ Con_Printf("Shadows: %s\n", r_shadow_selectedlight->drawshadows ? "yes" : "no");
Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
- Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
return;
}
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
r_shadow_selectedlight = NULL;
- R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+ R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
}
extern int con_vislines;
x = 0;
y = con_vislines;
sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+ sprintf(temp, "Shadows %s", r_shadow_selectedlight->drawshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
- sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
}
void R_Shadow_EditLights_ToggleShadow_f(void)
Con_Printf("No selected light.\n");
return;
}
- R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+ R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname);
+ R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+ r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_ToggleCorona_f(void)
+{
+ if (!r_editlights.integer)
+ {
+ Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
+ return;
+ }
+ if (!r_shadow_selectedlight)
+ {
+ Con_Printf("No selected light.\n");
+ return;
+ }
+ R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname);
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
r_shadow_selectedlight = NULL;
}
"movex x: adjust x component of light location\n"
"movey y: adjust y component of light location\n"
"movez z: adjust z component of light location\n"
+"angles x y z : set light angles\n"
+"anglesx x: set x component of light angles\n"
+"anglesy y: set y component of light angles\n"
+"anglesz z: set z component of light angles\n"
"color r g b : set color of light (can be brighter than 1 1 1)\n"
"radius radius : set radius (size) of light\n"
"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
"cubemap basename : set filter cubemap of light (not yet supported)\n"
"shadows 1/0 : turn on/off shadows\n"
+"corona n : set corona intensity\n"
"<nothing> : print light properties to console\n"
);
}
Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+ Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
}
+
void R_Shadow_Init(void);
void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
void R_Shadow_ClearStencil(void);
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
void R_Shadow_Stage_End(void);
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+// these never change, they are used to create attenuation matrices
+extern matrix4x4_t matrix_attenuationxyz;
+extern matrix4x4_t matrix_attenuationz;
+
+rtexture_t *R_Shadow_Cubemap(const char *basename);
+
typedef struct worldlight_s
{
// saved properties
vec3_t origin;
- vec_t lightradius;
- vec3_t light;
vec3_t angles;
- int castshadows;
+ vec3_t color;
+ vec_t radius;
+ vec_t corona;
+ int drawshadows;
char *cubemapname;
// shadow volumes are done entirely in model space, so there are no matrices for dealing with them...
// note that the world to light matrices are inversely scaled (divided) by lightradius
// matrix for transforming world coordinates to light filter coordinates
- //matrix4x4_t matrix_worldtofilter;
- // based on worldtofilter this transforms -1 to +1 to 0 to 1 for purposes
+ //matrix4x4_t matrix_worldtolight;
+ // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
// of attenuation texturing in full 3D (z result often ignored)
//matrix4x4_t matrix_worldtoattenuationxyz;
// this transforms only the Z to S, and T is always 0.5
int style;
int selected;
+ matrix4x4_t matrix_lighttoworld;
+ matrix4x4_t matrix_worldtolight;
+ matrix4x4_t matrix_worldtoattenuationxyz;
+ matrix4x4_t matrix_worldtoattenuationz;
+
// premade shadow volumes and lit surfaces to render
shadowmesh_t *meshchain_shadow;
shadowmesh_t *meshchain_light;
void R_Shadow_UpdateWorldLightSelection(void);
void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix);
-void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
+void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
#endif
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // track movement of aiment
+#define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
// edict->solid values
#define SOLID_NOT 0 // no interaction with other objects
if (cs.viewmodelforclient)
cs.flags |= RENDER_VIEWMODEL; // show relative to the view
- cs.specialvisibilityradius = 0;
+ f = GETEDICTFIELDVALUE(ent, eval_color)->vector[0]*256;
+ cs.light[0] = (unsigned short)bound(0, f, 65535);
+ f = GETEDICTFIELDVALUE(ent, eval_color)->vector[1]*256;
+ cs.light[1] = (unsigned short)bound(0, f, 65535);
+ f = GETEDICTFIELDVALUE(ent, eval_color)->vector[2]*256;
+ cs.light[2] = (unsigned short)bound(0, f, 65535);
+ f = GETEDICTFIELDVALUE(ent, eval_light_lev)->_float;
+ cs.light[3] = (unsigned short)bound(0, f, 65535);
+ cs.lightstyle = (qbyte)GETEDICTFIELDVALUE(ent, eval_style)->_float;
+ cs.lightpflags = (qbyte)GETEDICTFIELDVALUE(ent, eval_pflags)->_float;
+
+ cs.specialvisibilityradius = cs.light[3];
if (cs.glowsize)
cs.specialvisibilityradius = max(cs.specialvisibilityradius, cs.glowsize * 4);
if (cs.flags & RENDER_GLOWTRAIL)
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_FOLLOW
- || check->v->movetype == MOVETYPE_NOCLIP)
+ || check->v->movetype == MOVETYPE_NOCLIP
+ || check->v->movetype == MOVETYPE_FAKEPUSH)
continue;
// if the entity is standing on the pusher, it will definitely be moved
switch ((int) ent->v->movetype)
{
case MOVETYPE_PUSH:
+ case MOVETYPE_FAKEPUSH:
SV_Physics_Pusher (ent);
break;
case MOVETYPE_NONE:
-n darkplaces: server is starting before the "port" cvar is set by commandline and scripts? (yummyluv)
-n darkplaces: typing ip in join game menu should show 'trying' and 'no response' after a while, or 'no network' if networking is not initialized (yummyluv)
-n dpmod: make grapple off-hand (joe hill)
+0 darkplaces: change cl_fakelocalping_min and _max to only lag by half each way, as currently it results in 2x ping
+0 darkplaces: make MAX_PACKETFRAGMENT a property of each net connection, so memory loopbacks could use huge limits (Sajt)
+d darkplaces: add extension for tenebrae dlight entities
+0 darkplaces: fix broken mouse button display in key binding menu, it shows ??? for mouse buttons (Mercury, Tomaz)
+0 darkplaces: fix broken key repeat on backspace key in console (Mercury)
+d darkplaces: add constant insertion capabilities to Image_CopyMux
+1 darkplaces: add palette conversion capabilities to Image_CopyMux
+0 darkplaces: add scaling capabilities to Image_CopyMux
+4 dpmod: figure out why intermission camera pitch changes after a moment (Tomaz)
+0 darkplaces: add -benchmark commandline option which plays a demo, appends the resulting min/max/avg fps to gamedir/benchmark.log with commandline so people know what settings were used, like +exec realtimelow.cfg, +exec realtimemed.cfg, etc (romi)
+0 darkplaces: keep track of min and max fps (based on single frame frametime) during timedemo and print these stats (romi)
+d darkplaces: add tenebrae light entity properties, like cubemap and style and such
-n darkplaces: implement cubemap support on rtlights (romi, Vermeulen, Mitchell)
d darkplaces: add r_shadow_realtime_world_lightmaps cvar to control lightmap brightness (Mitchell)
-n darkplaces: add gl_lightmaps cvar to disable texturing except lightmaps for testing (Vic)