cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
+cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
+cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_realtime_world_compile : compile surface/visibility information\n"
+"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
+"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
"r_shadow_glsl : use OpenGL Shading Language for lighting\n"
"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
"Commands:\n"
"r_shadow_help : this help\n"
Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
- Cvar_RegisterVariable(&r_shadow_staticworldlights);
Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_visiblelighting);
Cvar_RegisterVariable(&r_shadow_visiblevolumes);
Cvar_RegisterVariable(&r_shadow_glsl);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
}
}
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int visiblelighting)
{
int renders;
float color[3], color2[3], colorscale;
lightcubemap = r_shadow_blankwhitecubetexture;
if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
return;
+ if (visiblelighting)
+ {
+ int passes = 0;
+ if (r_shadow_glsl.integer && r_shadow_program_light[0])
+ passes++; // GLSL shader path (GFFX5200, Radeon 9500)
+ else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ {
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (!bumptexture)
+ bumptexture = r_texture_blanknormalmap;
+ if (!glosstexture)
+ glosstexture = r_texture_white;
+ if (ambientscale)
+ {
+ colorscale = ambientscale;
+ if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+ {
+ }
+ else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+ {
+ }
+ else if (r_textureunits.integer >= 4 && lightcubemap)
+ {
+ }
+ else if (r_textureunits.integer >= 3 && !lightcubemap)
+ {
+ }
+ else
+ passes++;
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (diffusescale)
+ {
+ colorscale = diffusescale;
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+ {
+ // 3/2 3D combine path (Geforce3, Radeon 8500)
+ passes++;
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+ {
+ // 1/2/2 3D combine path (original Radeon)
+ passes += 2;
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+ {
+ // 2/2 3D combine path (original Radeon)
+ passes++;
+ }
+ else if (r_textureunits.integer >= 4)
+ {
+ // 4/2 2D combine path (Geforce3, Radeon 8500)
+ passes++;
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ passes += 2;
+ }
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (specularscale && glosstexture != r_texture_black)
+ {
+ //if (gl_support_blendsquare)
+ {
+ colorscale = specularscale;
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ passes += 4;
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ passes += 3;
+ else
+ passes += 4;
+ VectorScale(lightcolorbase, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ }
+ }
+ else
+ {
+ // TODO: add direct pants/shirt rendering
+ if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+ if (ambientscale)
+ {
+ VectorScale(lightcolorbase, ambientscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ if (diffusescale)
+ {
+ VectorScale(lightcolorbase, diffusescale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ passes++;
+ }
+ }
+ if (passes)
+ {
+ GL_Color(0.1*passes, 0.025*passes, 0, 1);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(firstvertex, numvertices);
+ R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ }
+ return;
+ }
// FIXME: support EF_NODEPTHTEST
GL_DepthMask(false);
GL_DepthTest(true);
{
// TODO: add direct pants/shirt rendering
if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
if (!bumptexture)
bumptexture = r_texture_blanknormalmap;
if (!glosstexture)
{
// TODO: add direct pants/shirt rendering
if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+ R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
if (ambientscale)
{
GL_BlendFunc(GL_ONE, GL_ONE);
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
+ int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numclusterpvsbytes, numsurfaces;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
+ qbyte *data;
// compile the light
rtlight->compiled = true;
rtlight->static_numclusterpvsbytes = 0;
rtlight->static_clusterlist = NULL;
rtlight->static_clusterpvs = NULL;
+ rtlight->static_numsurfaces = 0;
+ rtlight->static_surfacelist = NULL;
rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
r_shadow_compilingrtlight = rtlight;
R_Shadow_EnlargeClusterSurfaceBuffer(model->brush.num_pvsclusters, model->nummodelsurfaces);
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
- rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
- rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
+ numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
+ data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numclusters + numclusterpvsbytes + sizeof(int) * numsurfaces);
+ rtlight->static_numclusters = numclusters;
+ rtlight->static_numclusterpvsbytes = numclusterpvsbytes;
+ rtlight->static_clusterlist = (void *)data;data += sizeof(int) * numclusters;
+ rtlight->static_clusterpvs = (void *)data;data += numclusterpvsbytes;
+ rtlight->static_numsurfaces = numsurfaces;
+ rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
if (numclusters)
- {
- rtlight->static_numclusters = numclusters;
- rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
+ if (numclusterpvsbytes)
memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
- }
+ if (numsurfaces)
+ memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
if (model->DrawShadowVolume && rtlight->shadow)
{
rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
if (model->DrawLight)
{
rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist);
+ model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist, 0);
rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
}
// switch back to rendering when DrawShadowVolume or DrawLight is called
if (rtlight->static_meshchain_light)
Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
rtlight->static_meshchain_light = NULL;
+ // these allocations are grouped
if (rtlight->static_clusterlist)
Mem_Free(rtlight->static_clusterlist);
- rtlight->static_clusterlist = NULL;
- if (rtlight->static_clusterpvs)
- Mem_Free(rtlight->static_clusterpvs);
- rtlight->static_clusterpvs = NULL;
rtlight->static_numclusters = 0;
rtlight->static_numclusterpvsbytes = 0;
+ rtlight->static_clusterlist = NULL;
+ rtlight->static_clusterpvs = NULL;
+ rtlight->static_numsurfaces = 0;
+ rtlight->static_surfacelist = NULL;
rtlight->compiled = false;
}
}
R_RTLight_Uncompile(&light->rtlight);
}
-void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
{
int i, shadow, usestencil;
entity_render_t *ent;
// loading is done before visibility checks because loading should happen
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
- if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+ if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
R_RTLight_Compile(rtlight);
if (rtlight->cubemapname[0])
cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
clusterpvs = NULL;
numsurfaces = 0;
surfacelist = NULL;
- if (rtlight->compiled && r_shadow_staticworldlights.integer)
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
// compiled light, world available and can receive realtime lighting
// retrieve cluster information
numclusters = rtlight->static_numclusters;
clusterlist = rtlight->static_clusterlist;
clusterpvs = rtlight->static_clusterpvs;
+ numsurfaces = rtlight->static_numsurfaces;
+ surfacelist = rtlight->static_surfacelist;
VectorCopy(rtlight->cullmins, cullmins);
VectorCopy(rtlight->cullmaxs, cullmaxs);
}
shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
usestencil = false;
- if (shadow && (gl_stencil || visiblevolumes))
+ if (shadow && ((gl_stencil && !visiblelighting) || visiblevolumes))
{
- if (!visiblevolumes)
+ if (visiblevolumes)
+ {
+ qglDisable(GL_CULL_FACE);
+ GL_DepthTest(visiblevolumes < 2);
+ GL_Color(0.0, 0.0125, 0.1, 1);
+ }
+ else
{
R_Shadow_Stage_ShadowVolumes();
usestencil = true;
}
ent = r_refdef.worldentity;
- if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
memset(&m, 0, sizeof(m));
R_Mesh_Matrix(&ent->matrix);
}
}
- if (!visiblevolumes)
+ if (visiblelighting || !visiblevolumes)
{
- R_Shadow_Stage_Light(usestencil);
+ if (visiblelighting)
+ {
+ qglEnable(GL_CULL_FACE);
+ GL_DepthTest(visiblelighting < 2);
+ GL_Color(0.1, 0.0125, 0, 1);
+ }
+ else
+ R_Shadow_Stage_Light(usestencil);
ent = r_refdef.worldentity;
if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
{
R_Mesh_Matrix(&ent->matrix);
for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
+ R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, visiblelighting);
}
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist, visiblelighting);
}
if (r_drawentities.integer)
{
Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist, visiblelighting);
}
}
}
}
}
-void R_ShadowVolumeLighting(int visiblevolumes)
+void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes)
{
int lnum, flag;
dlight_t *light;
if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
- if (visiblevolumes)
+ if (visiblelighting || visiblevolumes)
{
memset(&m, 0, sizeof(m));
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
- GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
- qglDisable(GL_CULL_FACE);
- GL_Color(0.0, 0.0125, 0.1, 1);
+ qglCullFace(GL_FRONT); // this culls back
}
else
R_Shadow_Stage_Begin();
{
for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
- R_DrawRTLight(&light->rtlight, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
}
else
for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
if (light->flags & flag)
- R_DrawRTLight(&light->rtlight, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
if (r_rtdlight)
for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
- R_DrawRTLight(&light->rtlight, visiblevolumes);
+ R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
- if (visiblevolumes)
+ if (visiblelighting || visiblevolumes)
{
qglEnable(GL_CULL_FACE);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);