// r_main.c
#include "quakedef.h"
+#include "r_shadow.h"
// used for dlight push checking and other things
int r_framecount;
cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_speeds = {0, "r_speeds","0"};
cvar_t r_fullbright = {0, "r_fullbright","0"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
- Cvar_RegisterVariable(&r_shadow_staticworldlights);
Cvar_RegisterVariable(&r_speeds);
Cvar_RegisterVariable(&r_fullbrights);
Cvar_RegisterVariable(&r_wateralpha);
Cvar_RegisterVariable(&r_dynamic);
Cvar_RegisterVariable(&r_fullbright);
Cvar_RegisterVariable(&r_textureunits);
- Cvar_RegisterVariable(&r_shadow_cull);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_waterscroll);
return false;
}
-#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))
-
//==================================================================================
static void R_MarkEntities (void)
}
}
-#include "r_shadow.h"
-
-int shadowframecount = 0;
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
-{
- vec3_t relativelightorigin;
- // rough checks
- if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2])))
- {
- Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
- ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
- }
-}
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
-
-void R_ShadowVolumeLighting(int visiblevolumes)
-{
- int i;
- entity_render_t *ent;
- int lnum;
- float f, lightradius, cullradius;
- vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
- worldlight_t *wl;
- rdlight_t *rd;
- rmeshstate_t m;
- rtexture_t *cubemaptexture;
- matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
-
- if (visiblevolumes)
- {
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&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);
- }
- else
- R_Shadow_Stage_Begin();
- shadowframecount++;
- if (r_shadow_realtime_world.integer)
- {
- R_Shadow_LoadWorldLightsIfNeeded();
- for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
- {
- if (d_lightstylevalue[wl->style] <= 0)
- continue;
- if (R_CullBox(wl->mins, wl->maxs))
- continue;
- for (i = 0;i < wl->numclusters;i++)
- if (CHECKPVSBIT(r_pvsbits, wl->clusterindices[i]))
- break;
- if (i == wl->numclusters)
- continue;
- if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
- continue;
- if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs))
- continue;
-
- cullradius = wl->cullradius;
- lightradius = wl->radius;
- VectorCopy(wl->mins, clipmins);
- VectorCopy(wl->maxs, clipmaxs);
-
- f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
- 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->drawshadows && (gl_stencil || visiblevolumes))
- {
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- if (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix);
- else
- R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
- if (r_drawentities.integer)
- for (i = 0;i < r_refdef.numentities;i++)
- R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
- }
-
- if (!visiblevolumes)
- {
- if (r_shadow_worldshadows.integer && wl->drawshadows && gl_stencil)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
-
- 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_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_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
- }
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- {
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- 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);
- }
- }
- }
- }
- }
- }
- if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
- {
- for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
- {
- lightradius = rd->radius;
- clipmins[0] = rd->origin[0] - lightradius;
- clipmins[1] = rd->origin[1] - lightradius;
- clipmins[2] = rd->origin[2] - lightradius;
- clipmaxs[0] = rd->origin[0] + lightradius;
- clipmaxs[1] = rd->origin[1] + lightradius;
- clipmaxs[2] = rd->origin[2] + lightradius;
- if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
- continue;
-
- cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
- 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 && rd->shadow && (gl_stencil || visiblevolumes))
- {
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent != rd->ent)
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
- }
- }
- }
-
- if (!visiblevolumes)
- {
- if (r_shadow_dlightshadows.integer && gl_stencil && rd->shadow)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
-
- 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_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)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- 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 (visiblevolumes)
- {
- qglEnable(GL_CULL_FACE);
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
- }
- else
- R_Shadow_Stage_End();
-}
-
static void R_SetFrustum(void)
{
// break apart the viewentity matrix into vectors for various purposes
#include "cl_collision.h"
#include "r_shadow.h"
-rdlight_t r_dlight[MAX_DLIGHTS];
+dlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
void R_UpdateLights(void)
{
int i, j, k;
- dlight_t *cd;
- rdlight_t *rd;
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
for (i = 0;i < MAX_DLIGHTS;i++)
{
- cd = cl_dlights + i;
- if (cd->radius <= 0)
- continue;
- rd = &r_dlight[r_numdlights++];
- VectorCopy(cd->origin, rd->origin);
- 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
- 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
+ if (cl_dlights[i].radius > 0)
+ {
+ R_RTLight_UpdateFromDLight(&cl_dlights[i].rtlight, &cl_dlights[i], false);
+ // FIXME: use pointer instead of copy
+ r_dlight[r_numdlights++] = cl_dlights[i];
+ c_dlights++; // count every dlight in use
+ }
}
}
{
int i, lnum;
float cscale, scale, viewdist, dist;
- rdlight_t *rd;
- worldlight_t *wl;
+ dlight_t *light;
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++)
+ for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->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)
+ if (light->rtlight.corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->rtlight.shadoworigin, 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, wl->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, wl->color[0] * cscale, wl->color[1] * cscale, wl->color[2] * cscale, 1);
+ cscale = light->rtlight.corona * r_coronas.value * 0.25f;
+ scale = light->rtlight.radius * 0.25f;
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
}
}
}
- for (i = 0;i < r_numdlights;i++)
+ for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
{
- rd = r_dlight + i;
- 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)
+ if (light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
{
- cscale = rd->corona * r_coronas.value * 0.25f;
- scale = rd->radius * 0.25f;
+ cscale = light->corona * r_coronas.value * 0.25f;
+ scale = light->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->color[0] * cscale, rd->color[1] * cscale, rd->color[2] * cscale, 1);
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->color[0] * cscale, light->color[1] * cscale, light->color[2] * cscale, 1);
}
}
}
R_MarkLights
=============
*/
-static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits)
+static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits)
{
int i;
mleaf_t *leaf;
while(node->contents >= 0)
{
dist = PlaneDiff(lightorigin, node->plane);
- if (dist > rd->cullradius)
+ if (dist > light->rtlight.lightmap_cullradius)
node = node->children[0];
else
{
- if (dist >= -rd->cullradius)
- R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, node->children[0], pvs, pvsbits);
+ if (dist >= -light->rtlight.lightmap_cullradius)
+ R_RecursiveMarkLights(ent, lightorigin, light, bit, bitindex, node->children[0], pvs, pvsbits);
node = node->children[1];
}
}
float sdist, maxdist, dist2, impact[3];
msurface_t *surf;
// mark the polygons
- maxdist = rd->cullradius2;
+ maxdist = light->rtlight.lightmap_cullradius2;
surfacepvsframes = ent->model->brushq1.surfacepvsframes;
for (i = 0;i < leaf->nummarksurfaces;i++)
{
void R_MarkLights(entity_render_t *ent)
{
int i, bit, bitindex;
- rdlight_t *rd;
+ dlight_t *light;
vec3_t lightorigin;
if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.num_leafs)
{
- for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
+ for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
{
bit = 1 << (i & 31);
bitindex = i >> 5;
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, light->origin, lightorigin);
lightpvsbytes = 0;
if (r_vismarklights.integer && ent->model->brush.FatPVS)
lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs));
- R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brush.num_pvsclusters));
+ R_RecursiveMarkLights(ent, lightorigin, light, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brush.num_pvsclusters));
}
}
}
{
int i;
float f, v[3];
- rdlight_t *rd;
+ dlight_t *light;
// FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
for (i = 0;i < r_numdlights;i++)
{
- rd = r_dlight + i;
- VectorSubtract(p, rd->origin, v);
+ light = r_dlight + i;
+ VectorSubtract(p, light->origin, v);
f = DotProduct(v, v);
- if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
+ if (f < light->rtlight.lightmap_cullradius2 && CL_TraceLine(p, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
{
- f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
- VectorMA(ambientcolor, f, rd->light, ambientcolor);
+ f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract;
+ VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
}
}
}
float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
nearlight_t *nl;
mlight_t *sl;
- rdlight_t *rd;
+ dlight_t *light;
nearlights = 0;
maxnearlights = r_modellights.integer;
{
for (i = 0;i < r_numdlights;i++)
{
- rd = r_dlight + i;
- VectorCopy(rd->origin, v);
+ light = r_dlight + i;
+ VectorCopy(light->origin, v);
if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
- VectorSubtract (v, rd->origin, v);
- if (DotProduct(v, v) < rd->cullradius2)
+ VectorSubtract (v, light->origin, v);
+ if (DotProduct(v, v) < light->rtlight.lightmap_cullradius2)
{
- if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1)
+ if (CL_TraceLine(ent->origin, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1)
continue;
- VectorSubtract (ent->origin, rd->origin, v);
- f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
- VectorScale(rd->light, f, ambientcolor);
+ VectorSubtract (ent->origin, light->origin, v);
+ f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - light->rtlight.lightmap_subtract);
+ VectorScale(light->rtlight.lightmap_light, f, ambientcolor);
intensity = DotProduct(ambientcolor, ambientcolor);
if (f < 0)
intensity *= -1.0f;
nl->intensity = intensity;
// transform the light into the model's coordinate system
if (worldcoords)
- VectorCopy(rd->origin, nl->origin);
+ VectorCopy(light->origin, nl->origin);
else
{
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
+ Matrix4x4_Transform(&ent->inversematrix, light->origin, nl->origin);
/*
Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
, rd - r_dlight, ent->model->name
- , rd->origin[0], rd->origin[1], rd->origin[2]
+ , light->origin[0], light->origin[1], light->origin[2]
, nl->origin[0], nl->origin[1], nl->origin[2]
, ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
, ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
// integrate mscale into falloff, for maximum speed
nl->falloff = mscale;
VectorCopy(ambientcolor, nl->ambientlight);
- nl->light[0] = rd->light[0] * colorr * 4.0f;
- nl->light[1] = rd->light[1] * colorg * 4.0f;
- nl->light[2] = rd->light[2] * colorb * 4.0f;
- nl->subtract = rd->subtract;
+ nl->light[0] = light->rtlight.lightmap_light[0] * colorr * 4.0f;
+ nl->light[1] = light->rtlight.lightmap_light[1] * colorg * 4.0f;
+ nl->light[2] = light->rtlight.lightmap_light[2] * colorb * 4.0f;
+ nl->subtract = light->rtlight.lightmap_subtract;
nl->offset = LIGHTOFFSET;
}
}
cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
int c_rt_lights, c_rt_clears, c_rt_scissored;
int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
Cvar_RegisterVariable(&r_shadow_worldshadows);
Cvar_RegisterVariable(&r_shadow_dlightshadows);
Cvar_RegisterVariable(&r_shadow_showtris);
+ Cvar_RegisterVariable(&r_shadow_staticworldlights);
+ Cvar_RegisterVariable(&r_shadow_cull);
if (gamemode == GAME_TENEBRAE)
{
Cvar_SetValue("r_shadow_gloss", 2);
}
}
-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)
+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, 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];
}
}
-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)
+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, 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;
}
}
-void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
-{
- R_Mesh_Matrix(matrix);
- if (r_shadow_showtris.integer)
- {
- shadowmesh_t *mesh;
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- qglColorMask(1,1,1,1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0,0.1,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- {
- qglEnable(GL_STENCIL_TEST);
- qglColorMask(0,0,0,0);
- }
- }
- 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_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
-{
- shadowmesh_t *mesh;
- R_Mesh_Matrix(matrix);
- if (r_shadow_showtris.integer)
- {
- rmeshstate_t m;
- int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
- int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
- qglDisable(GL_DEPTH_TEST);
- qglDisable(GL_STENCIL_TEST);
- //qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- GL_Color(0.2,0,0,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- //qglEnable(GL_CULL_FACE);
- if (depthenabled)
- qglEnable(GL_DEPTH_TEST);
- if (stencilenabled)
- qglEnable(GL_STENCIL_TEST);
- }
- 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_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);
- }
-}
-
-cvar_t r_editlights = {0, "r_editlights", "0"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
-cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
-cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
-worldlight_t *r_shadow_worldlightchain;
-worldlight_t *r_shadow_selectedlight;
-vec3_t r_editlights_cursorlocation;
-
-static int lightpvsbytes;
-static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
-static qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
-
-typedef struct cubemapinfo_s
-{
- char basename[64];
- rtexture_t *texture;
-}
-cubemapinfo_t;
-
-#define MAX_CUBEMAPS 128
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
-//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
-typedef struct suffixinfo_s
-{
- char *suffix;
- int flipx, flipy, flipdiagonal;
-}
-suffixinfo_t;
-static suffixinfo_t suffix[3][6] =
-{
- {
- {"posx", false, false, false},
- {"negx", false, false, false},
- {"posy", false, false, false},
- {"negy", false, false, false},
- {"posz", false, false, false},
- {"negz", false, false, false}
- },
- {
- {"px", false, false, false},
- {"nx", false, false, false},
- {"py", false, false, false},
- {"ny", false, false, false},
- {"pz", false, false, false},
- {"nz", false, false, false}
- },
- {
- {"ft", true, false, true},
- {"bk", false, true, true},
- {"lf", true, true, false},
- {"rt", false, false, false},
- {"up", false, false, false},
- {"dn", false, false, false}
- }
-};
-
-static int componentorder[4] = {0, 1, 2, 3};
-
-rtexture_t *R_Shadow_LoadCubemap(const char *basename)
-{
- int i, j, cubemapsize;
- qbyte *cubemappixels, *image_rgba;
- rtexture_t *cubemaptexture;
- char name[256];
- // must start 0 so the first loadimagepixels has no requested width/height
- cubemapsize = 0;
- cubemappixels = NULL;
- cubemaptexture = NULL;
- for (j = 0;j < 3 && !cubemappixels;j++)
- {
- for (i = 0;i < 6;i++)
- {
- snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
- if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
- {
- if (image_width == image_height)
- {
- if (!cubemappixels && image_width >= 1)
- {
- cubemapsize = image_width;
- // note this clears to black, so unavailable sizes are black
- cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
- }
- if (cubemappixels)
- Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
- }
- else
- Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
- Mem_Free(image_rgba);
- }
- }
- }
- if (cubemappixels)
- {
- if (!r_shadow_filters_texturepool)
- r_shadow_filters_texturepool = R_AllocTexturePool();
- cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- Mem_Free(cubemappixels);
- }
- else
- {
- Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
- for (j = 0;j < 3;j++)
- for (i = 0;i < 6;i++)
- Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
- Con_Printf(" and was unable to find any of them.\n");
- }
- return cubemaptexture;
-}
-
-rtexture_t *R_Shadow_Cubemap(const char *basename)
-{
- int i;
- for (i = 0;i < numcubemaps;i++)
- if (!strcasecmp(cubemaps[i].basename, basename))
- return cubemaps[i].texture;
- if (i >= MAX_CUBEMAPS)
- return NULL;
- numcubemaps++;
- strcpy(cubemaps[i].basename, basename);
- cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
- return cubemaps[i].texture;
-}
-
-void R_Shadow_FreeCubemaps(void)
-{
- numcubemaps = 0;
- R_FreeTexturePool(&r_shadow_filters_texturepool);
+void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
+{
+ int j, k;
+ float scale;
+ R_RTLight_Uncompile(rtlight);
+ memset(rtlight, 0, sizeof(*rtlight));
+
+ VectorCopy(light->origin, rtlight->shadoworigin);
+ VectorCopy(light->color, rtlight->color);
+ rtlight->radius = light->radius;
+ rtlight->cullradius = rtlight->radius;
+ rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius;
+ rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius;
+ rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius;
+ rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius;
+ rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius;
+ rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius;
+ rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius;
+ rtlight->cubemapname[0] = 0;
+ if (light->cubemapname[0])
+ strcpy(rtlight->cubemapname, light->cubemapname);
+ else if (light->cubemapnum > 0)
+ sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
+ rtlight->shadow = light->shadow;
+ rtlight->corona = light->corona;
+ rtlight->style = light->style;
+ rtlight->isstatic = isstatic;
+ Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
+ // ConcatScale won't work here because this needs to scale rotate and
+ // translate, not just rotate
+ scale = 1.0f / rtlight->radius;
+ for (k = 0;k < 3;k++)
+ for (j = 0;j < 4;j++)
+ rtlight->matrix_worldtolight.m[k][j] *= scale;
+ Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
+ Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
+
+ rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
+ rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
+ VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
+ rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
}
-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)
+// compiles rtlight geometry
+// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
+void R_RTLight_Compile(rtlight_t *rtlight)
{
int i, j, k, l, maxverts = 256, tris;
float *vertex3f = NULL, mins[3], maxs[3];
- worldlight_t *e;
shadowmesh_t *mesh, *castmesh = NULL;
-
- if (radius < 15 || DotProduct(color, color) < 0.03)
- {
- Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
- return;
- }
-
- e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
- VectorCopy(origin, e->origin);
- 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->drawshadows = shadowenable;
- e->corona = corona;
-
- 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->radius;
- maxs[k] = e->origin[k] + e->radius;
- }
-
- e->next = r_shadow_worldlightchain;
- r_shadow_worldlightchain = e;
- if (cubemapname && cubemapname[0])
- {
- e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
- strcpy(e->cubemapname, cubemapname);
- e->cubemap = R_Shadow_Cubemap(e->cubemapname);
- }
- // FIXME: rewrite this to store ALL geometry into a cache in the light
- if (e->drawshadows)
+ int lightpvsbytes;
+ qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+ qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
+ // compile the light
+ rtlight->compiled = true;
+ VectorCopy(rtlight->cullmins, mins);
+ VectorCopy(rtlight->cullmaxs, maxs);
+ if (rtlight->shadow)
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);
+ rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
if (cl.worldmodel)
{
- lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightfullpvs, sizeof(lightfullpvs));
+ lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs));
memset(lightpvs, 0, lightpvsbytes);
if (cl.worldmodel->brushq3.num_leafs)
{
SETPVSBIT(lightpvs, leaf->clusterindex);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->numclusters++;
- e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ rtlight->static_numclusters++;
+ rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->clusterindices[e->numclusters++] = i;
+ rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
- VectorCopy(e->origin, e->mins);
- VectorCopy(e->origin, e->maxs);
+ VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
+ VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
face->lighttemp_castshadow = false;
for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
{
for (k = 0;k < 3;k++)
{
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+ if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
}
for (j = 0;j < leaf->numleaffaces;j++)
{
face->lighttemp_castshadow = false;
if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
{
- if (e->drawshadows)
+ if (rtlight->shadow)
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))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
}
}
}
{
mleaf_t *leaf;
msurface_t *surf;
- VectorCopy(e->origin, e->mins);
- VectorCopy(e->origin, e->maxs);
- i = CL_PointQ1Contents(e->origin);
+ VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
+ VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
+ i = CL_PointQ1Contents(rtlight->shadoworigin);
for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
surf->lighttemp_castshadow = false;
byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
- Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
+ Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs);
// make a pvs that only includes things within the box
for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
SETPVSBIT(lightpvs, leaf->clusterindex);
for (k = 0;k < 3;k++)
{
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+ if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
}
}
}
Mem_Free(bytesurfacepvs);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->numclusters++;
- e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ rtlight->static_numclusters++;
+ rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->clusterindices[e->numclusters++] = i;
+ rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
}
else
{
SETPVSBIT(lightpvs, leaf->clusterindex);
for (k = 0;k < 3;k++)
{
- if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
- if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+ if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+ if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
}
for (j = 0;j < leaf->nummarksurfaces;j++)
{
SETPVSBIT(lightpvs, leaf->clusterindex);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->numclusters++;
- e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+ rtlight->static_numclusters++;
+ rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+ for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
- e->clusterindices[e->numclusters++] = i;
+ rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
}
// add surfaces to shadow casting mesh and light mesh
if (surf->lighttemp_castshadow)
{
surf->lighttemp_castshadow = false;
- if (e->drawshadows && (surf->flags & SURF_SHADOWCAST))
+ if (rtlight->shadow && (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);
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_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->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;
+ if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius;
+ if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius;
}
- e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+ rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
+ rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
// cast shadow volume from castmesh
castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
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->drawshadows)
- e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ if (rtlight->shadow)
+ rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
for (mesh = castmesh;mesh;mesh = mesh->next)
{
Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
- if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+ if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value)))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
}
Mem_Free(vertex3f);
vertex3f = NULL;
Mod_ShadowMesh_Free(castmesh);
}
- e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false);
- e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false);
+ rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
+ rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
k = 0;
- if (e->meshchain_shadow)
- for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
+ if (rtlight->static_meshchain_shadow)
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
k += mesh->numtriangles;
l = 0;
- if (e->meshchain_light)
- for (mesh = e->meshchain_light;mesh;mesh = mesh->next)
+ if (rtlight->static_meshchain_light)
+ for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
l += mesh->numtriangles;
- Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
+ Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l);
+}
+
+void R_RTLight_Uncompile(rtlight_t *rtlight)
+{
+ if (rtlight->compiled)
+ {
+ if (rtlight->static_meshchain_shadow)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
+ rtlight->static_meshchain_shadow = NULL;
+ if (rtlight->static_meshchain_light)
+ Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
+ rtlight->static_meshchain_light = NULL;
+ if (rtlight->static_clusterindices)
+ Mem_Free(rtlight->static_clusterindices);
+ rtlight->static_clusterindices = NULL;
+ rtlight->static_numclusters = 0;
+ rtlight->compiled = false;
+ }
+}
+
+int shadowframecount = 0;
+
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs)
+{
+ // rough checks
+ if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume)
+ {
+ vec3_t relativeshadoworigin;
+ Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin);
+ ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius);
+ }
+}
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+
+void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+{
+ int i, shadow;
+ entity_render_t *ent;
+ float f;
+ vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+ rtexture_t *cubemaptexture;
+ matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+
+ if (d_lightstylevalue[rtlight->style] <= 0)
+ return;
+ if (rtlight->compiled)
+ {
+ if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+ return;
+ for (i = 0;i < rtlight->static_numclusters;i++)
+ if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i]))
+ break;
+ if (i == rtlight->static_numclusters)
+ return;
+ }
+ else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+ return;
+ if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
+ return;
+
+ if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+ R_RTLight_Compile(rtlight);
+
+ f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
+ VectorScale(rtlight->color, f, lightcolor);
+ /*
+ if (rtlight->selected)
+ {
+ f = 2 + sin(realtime * M_PI * 4.0);
+ VectorScale(lightcolor, f, lightcolor);
+ }
+ */
+
+ if (rtlight->cubemapname[0])
+ cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+ else
+ cubemaptexture = NULL;
+
+ shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
+ if (shadow && (gl_stencil || visiblevolumes))
+ {
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
+ ent = &cl_entities[0].render;
+ if (r_shadow_staticworldlights.integer && rtlight->compiled)
+ {
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadow_showtris.integer)
+ {
+ shadowmesh_t *mesh;
+ rmeshstate_t m;
+ int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+ int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+ qglDisable(GL_DEPTH_TEST);
+ qglDisable(GL_STENCIL_TEST);
+ //qglDisable(GL_CULL_FACE);
+ qglColorMask(1,1,1,1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_Color(0,0.1,0,1);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+ //qglEnable(GL_CULL_FACE);
+ if (depthenabled)
+ qglEnable(GL_DEPTH_TEST);
+ if (stencilenabled)
+ {
+ qglEnable(GL_STENCIL_TEST);
+ qglColorMask(0,0,0,0);
+ }
+ }
+ R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
+ }
+ else
+ R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+ if (r_drawentities.integer)
+ for (i = 0;i < r_refdef.numentities;i++)
+ if (r_refdef.entities[i]->flags & RENDER_SHADOW)
+ R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+ }
+
+ if (!visiblevolumes)
+ {
+ if (shadow && gl_stencil)
+ R_Shadow_Stage_LightWithShadows();
+ else
+ R_Shadow_Stage_LightWithoutShadows();
+
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawLight)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+ 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)
+ {
+ //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+ shadowmesh_t *mesh;
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadow_showtris.integer)
+ {
+ rmeshstate_t m;
+ int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+ int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+ qglDisable(GL_DEPTH_TEST);
+ qglDisable(GL_STENCIL_TEST);
+ //qglDisable(GL_CULL_FACE);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ GL_Color(0.2,0,0,1);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+ //qglEnable(GL_CULL_FACE);
+ if (depthenabled)
+ qglEnable(GL_DEPTH_TEST);
+ if (stencilenabled)
+ qglEnable(GL_STENCIL_TEST);
+ }
+ for (mesh = rtlight->static_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, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, cubemaptexture);
+ }
+ }
+ else
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+ }
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+ && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
+ && (ent->flags & RENDER_LIGHT))
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+ 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, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+ }
+ }
+ }
+ }
+}
+
+void R_ShadowVolumeLighting(int visiblevolumes)
+{
+ int lnum;
+ dlight_t *light;
+ rmeshstate_t m;
+
+ if (visiblevolumes)
+ {
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&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);
+ }
+ else
+ R_Shadow_Stage_Begin();
+ shadowframecount++;
+ if (r_shadow_realtime_world.integer)
+ {
+ R_Shadow_LoadWorldLightsIfNeeded();
+ if (r_shadow_debuglight.integer >= 0)
+ {
+ for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+ if (lnum == r_shadow_debuglight.integer)
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
+ }
+ else
+ for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
+ }
+ if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+ R_DrawRTLight(&light->rtlight, visiblevolumes);
+
+ if (visiblevolumes)
+ {
+ qglEnable(GL_CULL_FACE);
+ GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ }
+ else
+ R_Shadow_Stage_End();
}
-void R_Shadow_FreeWorldLight(worldlight_t *light)
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
+vec3_t r_editlights_cursorlocation;
+
+typedef struct cubemapinfo_s
{
- worldlight_t **lightpointer;
+ char basename[64];
+ rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 128
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+ char *suffix;
+ int flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+ {
+ {"posx", false, false, false},
+ {"negx", false, false, false},
+ {"posy", false, false, false},
+ {"negy", false, false, false},
+ {"posz", false, false, false},
+ {"negz", false, false, false}
+ },
+ {
+ {"px", false, false, false},
+ {"nx", false, false, false},
+ {"py", false, false, false},
+ {"ny", false, false, false},
+ {"pz", false, false, false},
+ {"nz", false, false, false}
+ },
+ {
+ {"ft", true, false, true},
+ {"bk", false, true, true},
+ {"lf", true, true, false},
+ {"rt", false, false, false},
+ {"up", false, false, false},
+ {"dn", false, false, false}
+ }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_Shadow_LoadCubemap(const char *basename)
+{
+ int i, j, cubemapsize;
+ qbyte *cubemappixels, *image_rgba;
+ rtexture_t *cubemaptexture;
+ char name[256];
+ // must start 0 so the first loadimagepixels has no requested width/height
+ cubemapsize = 0;
+ cubemappixels = NULL;
+ cubemaptexture = NULL;
+ for (j = 0;j < 3 && !cubemappixels;j++)
+ {
+ for (i = 0;i < 6;i++)
+ {
+ snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+ if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+ {
+ if (image_width == image_height)
+ {
+ if (!cubemappixels && image_width >= 1)
+ {
+ cubemapsize = image_width;
+ // note this clears to black, so unavailable sizes are black
+ cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+ }
+ if (cubemappixels)
+ Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+ }
+ else
+ Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+ Mem_Free(image_rgba);
+ }
+ }
+ }
+ if (cubemappixels)
+ {
+ if (!r_shadow_filters_texturepool)
+ r_shadow_filters_texturepool = R_AllocTexturePool();
+ cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ Mem_Free(cubemappixels);
+ }
+ else
+ {
+ Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
+ for (j = 0;j < 3;j++)
+ for (i = 0;i < 6;i++)
+ Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+ Con_Printf(" and was unable to find any of them.\n");
+ }
+ return cubemaptexture;
+}
+
+rtexture_t *R_Shadow_Cubemap(const char *basename)
+{
+ int i;
+ for (i = 0;i < numcubemaps;i++)
+ if (!strcasecmp(cubemaps[i].basename, basename))
+ return cubemaps[i].texture;
+ if (i >= MAX_CUBEMAPS)
+ return NULL;
+ numcubemaps++;
+ strcpy(cubemaps[i].basename, basename);
+ cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+ return cubemaps[i].texture;
+}
+
+void R_Shadow_FreeCubemaps(void)
+{
+ numcubemaps = 0;
+ R_FreeTexturePool(&r_shadow_filters_texturepool);
+}
+
+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)
+{
+ dlight_t *light;
+
+ if (radius < 15 || DotProduct(color, color) < 0.03)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+ return;
+ }
+
+ light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+ VectorCopy(origin, light->origin);
+ VectorCopy(angles, light->angles);
+ VectorCopy(color, light->color);
+ light->radius = radius;
+ light->style = style;
+ if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
+ {
+ Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
+ light->style = 0;
+ }
+ light->shadow = shadowenable;
+ light->corona = corona;
+ if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
+ strcpy(light->cubemapname, cubemapname);
+ Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
+ light->next = r_shadow_worldlightchain;
+ r_shadow_worldlightchain = light;
+
+ R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
+ if (r_shadow_staticworldlights.integer)
+ R_RTLight_Compile(&light->rtlight);
+}
+
+void R_Shadow_FreeWorldLight(dlight_t *light)
+{
+ dlight_t **lightpointer;
for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
if (*lightpointer != light)
Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
*lightpointer = light->next;
- if (light->cubemapname)
- Mem_Free(light->cubemapname);
- if (light->meshchain_shadow)
- Mod_ShadowMesh_Free(light->meshchain_shadow);
- if (light->meshchain_light)
- Mod_ShadowMesh_Free(light->meshchain_light);
+ R_RTLight_Uncompile(&light->rtlight);
Mem_Free(light);
}
R_Shadow_FreeCubemaps();
}
-void R_Shadow_SelectLight(worldlight_t *light)
+void R_Shadow_SelectLight(dlight_t *light)
{
if (r_shadow_selectedlight)
r_shadow_selectedlight->selected = false;
void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
{
float intensity;
- const worldlight_t *light;
+ const dlight_t *light;
light = calldata1;
intensity = 0.5;
if (light->selected)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
- if (!light->meshchain_shadow)
+ if (!light->shadow)
intensity *= 0.5f;
R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
{
int i;
cachepic_t *pic;
- worldlight_t *light;
+ dlight_t *light;
for (i = 0;i < 5;i++)
{
void R_Shadow_SelectLightInView(void)
{
float bestrating, rating, temp[3];
- worldlight_t *best, *light;
+ dlight_t *best, *light;
best = NULL;
bestrating = 0;
for (light = r_shadow_worldlightchain;light;light = light->next)
shadow = false;
t++;
}
- 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]);
+ 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 < 10)
+ corona = 0;
if (a < 9)
cubemapname[0] = 0;
*s = '\n';
if (a < 8)
{
- Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+ Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1);
break;
}
VectorScale(color, r_editlights_rtlightscolorscale.value, color);
void R_Shadow_SaveWorldLights(void)
{
- worldlight_t *light;
+ dlight_t *light;
int bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
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->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 : "");
+ sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", 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 : "", light->corona, light->angles[0], light->angles[1], light->angles[2]);
if (bufchars + (int) strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
else
cubemapname[0] = 0;
- shadows = r_shadow_selectedlight->drawshadows;
+ shadows = r_shadow_selectedlight->shadow;
corona = r_shadow_selectedlight->corona;
if (!strcmp(Cmd_Argv(1), "origin"))
{
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("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
return;
}
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, "Shadows %s", r_shadow_selectedlight->shadow ? "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;
}
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_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->shadow, r_shadow_selectedlight->cubemapname);
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
r_shadow_selectedlight = NULL;
}
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_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->shadow, r_shadow_selectedlight->cubemapname);
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
r_shadow_selectedlight = NULL;
}