From 4b264b6ab7d45e055a43f83d07751440c7a670a9 Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 28 Nov 2007 12:38:54 +0000 Subject: [PATCH] patch from VorteX which makes r_editlights mode use different icons for lights based on their attributes (such as shadowcasting, cubemap, etc) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7733 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_draw.c | 12 +++++++++ r_shadow.c | 77 ++++++++++++++++++++++++++++++++++++++++-------------- 2 files changed, 70 insertions(+), 19 deletions(-) diff --git a/gl_draw.c b/gl_draw.c index ad8e8ef7..527db40d 100644 --- a/gl_draw.c +++ b/gl_draw.c @@ -420,6 +420,18 @@ cachepic_t *Draw_CachePic (const char *path, qboolean persistent) pic->tex = draw_generatecrosshair(5); if (pic->tex == NULL && !strcmp(path, "gfx/colorcontrol/ditherpattern")) pic->tex = draw_generateditherpattern(); + // default textures for light sprites + // todo: improve them + if (pic->tex == NULL && !strcmp(path, "gfx/editlights/cursor")) + pic->tex = draw_generatecrosshair(0); + if (pic->tex == NULL && !strcmp(path, "gfx/editlights/light")) + pic->tex = draw_generatecrosshair(0); + if (pic->tex == NULL && !strcmp(path, "gfx/editlights/noshadow")) + pic->tex = draw_generatecrosshair(0); + if (pic->tex == NULL && !strcmp(path, "gfx/editlights/cubemap")) + pic->tex = draw_generatecrosshair(0); + if (pic->tex == NULL && !strcmp(path, "gfx/editlights/selection")) + pic->tex = draw_generatecrosshair(0); if (pic->tex == NULL) { // don't complain about missing gfx/crosshair images diff --git a/r_shadow.c b/r_shadow.c index ff081609..fedb6003 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -281,6 +281,15 @@ void R_Shadow_EditLights_Reload_f(void); void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); +// VorteX: custom editor light sprites +#define EDLIGHTSPRSIZE 8 +#define EDLIGHTSELECTSPRSIZE 12 +cachepic_t *r_editlights_sprcursor; +cachepic_t *r_editlights_sprlight; +cachepic_t *r_editlights_sprnoshadowlight; +cachepic_t *r_editlights_sprcubemap; +cachepic_t *r_editlights_sprselection; + void r_shadow_start(void) { // allocate vertex processing arrays @@ -953,6 +962,13 @@ static void R_Shadow_MakeTextures(void) else r_shadow_attenuation3dtexture = NULL; Mem_Free(data); + + // Editor light sprites + r_editlights_sprcursor = Draw_CachePic("gfx/editlights/cursor", true); + r_editlights_sprlight = Draw_CachePic("gfx/editlights/light", true); + r_editlights_sprnoshadowlight = Draw_CachePic("gfx/editlights/noshadow", true); + r_editlights_sprcubemap = Draw_CachePic("gfx/editlights/cubemap", true); + r_editlights_sprselection = Draw_CachePic("gfx/editlights/selection", true); } void R_Shadow_ValidateCvars(void) @@ -3352,22 +3368,42 @@ void R_Shadow_SelectLight(dlight_t *light) void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { // this is never batched (there can be only one) - float scale = r_editlights_cursorgrid.value * 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_editlights_sprcursor->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 0.5f); } void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { + float intensity; + float scaling; + vec3_t spritecolor; + // this is never batched (due to the ent parameter changing every time) // so numsurfaces == 1 and surfacelist[0] == lightnumber - float intensity; const dlight_t *light = (dlight_t *)ent; - intensity = 0.5; + intensity = 1; + scaling = 1; if (light->selected) - intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); + scaling = 1.25 + 0.25*sin(realtime * M_PI * 1.5); + // vortex: get sprites color (solve 0 0 0 colored light being invisible here) + spritecolor[0] = max(0.1, light->color[0]); + spritecolor[1] = max(0.1, light->color[1]); + spritecolor[2] = max(0.1, light->color[2]); + + // draw light sprite if (!light->shadow) + { intensity *= 0.5f; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_editlights_sprnoshadowlight->tex, NULL, false, false, light->origin, r_view.right, r_view.up, EDLIGHTSPRSIZE*scaling, -EDLIGHTSPRSIZE*scaling, -EDLIGHTSPRSIZE*scaling, EDLIGHTSPRSIZE*scaling, spritecolor[0]*intensity, spritecolor[1]*intensity, spritecolor[2]*intensity, 1); + } + else + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_editlights_sprlight->tex, NULL, false, false, light->origin, r_view.right, r_view.up, EDLIGHTSELECTSPRSIZE*scaling, -EDLIGHTSELECTSPRSIZE*scaling, -EDLIGHTSELECTSPRSIZE*scaling, EDLIGHTSELECTSPRSIZE*scaling, spritecolor[0]*intensity, spritecolor[1]*intensity, spritecolor[2]*intensity, 1); + // draw cubemap sprite over light + if (light->cubemapname[0]) + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_editlights_sprcubemap->tex, NULL, false, false, light->origin, r_view.right, r_view.up, EDLIGHTSPRSIZE*scaling, -EDLIGHTSPRSIZE*scaling, -EDLIGHTSPRSIZE*scaling, EDLIGHTSPRSIZE*scaling, spritecolor[0]*intensity, spritecolor[1]*intensity, spritecolor[2]*intensity, 1); + // draw selection sprite if light is selected + if (light->selected) + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_editlights_sprselection->tex, NULL, false, false, light->origin, r_view.right, r_view.up, EDLIGHTSPRSIZE*scaling, -EDLIGHTSPRSIZE*scaling, -EDLIGHTSPRSIZE*scaling, EDLIGHTSPRSIZE*scaling, spritecolor[0]*intensity, spritecolor[1]*intensity, spritecolor[2]*intensity, 1); + // VorteX todo: add normalmode/realtime mode light overlay sprites? } void R_Shadow_DrawLightSprites(void) @@ -4249,29 +4285,32 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) char temp[256]; if (!r_editlights.integer) return; - x = 0; - y = con_vislines; + x = vid_conwidth.value - 240; + y = 5; + DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0); lightnumber = -1; lightcount = 0; for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next) if (light == r_shadow_selectedlight) lightnumber = lightcount; - sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + sprintf(temp, "Total lights : %i", lightcount); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8; + y += 8; if (r_shadow_selectedlight == NULL) return; - sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; - sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; + sprintf(temp, "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8; } -- 2.39.2