From c10cd5ef15e3211797e91900f6ada528faa93e92 Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 14 Nov 2004 23:31:36 +0000 Subject: [PATCH] upgraded rtlights format to have separate ambient, diffuse, and specular intensity scales, and also coronasize, this also allows corona-only lights by setting all scales to 0, and added normalmode/realtimemode flags so that lights can appear in normal mode, not just realtime mode (primarily useful for adding corona effects to a normal level) added ambient light support to RenderLighting (non-bumpmapped diffuse) some dlights now use ambientscale (this has not been exposed as a qc extension yet, qc lights remain the same) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4753 d7cf8633-e32d-0410-b094-e92efae38249 --- cgamevm.c | 2 +- cl_parse.c | 34 ++-- client.h | 35 +++- gl_models.c | 6 +- gl_rmain.c | 2 +- gl_rsurf.c | 8 +- model_alias.c | 2 +- model_brush.c | 4 +- model_shared.h | 2 +- r_light.c | 20 +- r_shadow.c | 486 +++++++++++++++++++++++++++++++++++++++++++------ r_shadow.h | 4 +- 12 files changed, 505 insertions(+), 100 deletions(-) diff --git a/cgamevm.c b/cgamevm.c index 277c7eb0..ed2bc411 100644 --- a/cgamevm.c +++ b/cgamevm.c @@ -169,7 +169,7 @@ void CGVM_Draw_Light(const cgdrawlight_t *l) { matrix4x4_t matrix; Matrix4x4_CreateTranslate(&matrix, l->origin[0], l->origin[1], l->origin[2]); - CL_AllocDlight(NULL, &matrix, l->radius, l->color[0], l->color[1], l->color[2], 0, 0, 0, 0, true, 1); + CL_AllocDlight(NULL, &matrix, l->radius, l->color[0], l->color[1], l->color[2], 0, 0, 0, 0, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } void *CGVM_Malloc(const int size) diff --git a/cl_parse.c b/cl_parse.c index 6f8c5dd8..9baf8c13 100644 --- a/cl_parse.c +++ b/cl_parse.c @@ -922,7 +922,7 @@ void CL_ParseTempEntity(void) MSG_ReadVector(pos, cl.protocol); CL_FindNonSolidLocation(pos, pos, 4); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, 0, false, 1); + CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, 0, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); CL_RunParticleEffect(pos, vec3_origin, 20, 30); S_StartSound(-1, 0, cl_sfx_wizhit, pos, 1, 1); break; @@ -932,7 +932,7 @@ void CL_ParseTempEntity(void) MSG_ReadVector(pos, cl.protocol); CL_FindNonSolidLocation(pos, pos, 4); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, 0, false, 1); + CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, 0, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); CL_RunParticleEffect(pos, vec3_origin, 226, 20); S_StartSound(-1, 0, cl_sfx_knighthit, pos, 1, 1); break; @@ -972,7 +972,7 @@ void CL_ParseTempEntity(void) CL_BulletMark(pos); } Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); if (rand() % 5) S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1); @@ -1023,7 +1023,7 @@ void CL_ParseTempEntity(void) CL_BulletMark(pos); } Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); if (rand() % 5) S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1); else @@ -1062,7 +1062,7 @@ void CL_ParseTempEntity(void) MSG_ReadVector(pos, cl.protocol); CL_FindNonSolidLocation(pos, pos, 4); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); CL_PlasmaBurn(pos); break; // LordHavoc: added for improved gore @@ -1123,7 +1123,7 @@ void CL_ParseTempEntity(void) CL_Smoke(pos, vec3_origin, 15); CL_BulletMark(pos); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); break; case TE_EXPLOSION: @@ -1133,7 +1133,7 @@ void CL_ParseTempEntity(void) CL_ParticleExplosion(pos); // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5 Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; @@ -1143,7 +1143,7 @@ void CL_ParseTempEntity(void) CL_FindNonSolidLocation(pos, pos, 10); CL_ParticleExplosion(pos); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; @@ -1156,7 +1156,7 @@ void CL_ParseTempEntity(void) color[0] = MSG_ReadCoord(cl.protocol) * (2.0f / 1.0f); color[1] = MSG_ReadCoord(cl.protocol) * (2.0f / 1.0f); color[2] = MSG_ReadCoord(cl.protocol) * (2.0f / 1.0f); - CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; @@ -1169,7 +1169,7 @@ void CL_ParseTempEntity(void) color[1] = MSG_ReadByte() * (2.0f / 255.0f); color[2] = MSG_ReadByte() * (2.0f / 255.0f); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; @@ -1182,14 +1182,14 @@ void CL_ParseTempEntity(void) S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); break; case TE_SMALLFLASH: MSG_ReadVector(pos, cl.protocol); CL_FindNonSolidLocation(pos, pos, 10); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); break; case TE_CUSTOMFLASH: @@ -1201,7 +1201,7 @@ void CL_ParseTempEntity(void) color[1] = MSG_ReadByte() * (2.0f / 255.0f); color[2] = MSG_ReadByte() * (2.0f / 255.0f); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, 0, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); break; case TE_FLAMEJET: @@ -1254,7 +1254,7 @@ void CL_ParseTempEntity(void) case TE_TELEPORT: MSG_ReadVector(pos, cl.protocol); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 500, 1.0f, 1.0f, 1.0f, 1500, 99.0f, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 500, 1.0f, 1.0f, 1.0f, 1500, 99.0f, 0, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); // CL_TeleportSplash(pos); break; @@ -1270,7 +1270,7 @@ void CL_ParseTempEntity(void) color[1] = tempcolor[1] * (2.0f / 255.0f); color[2] = tempcolor[2] * (2.0f / 255.0f); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; @@ -1295,7 +1295,7 @@ void CL_ParseTempEntity(void) CL_FindNonSolidLocation(pos, pos, 10); CL_ParticleExplosion(pos); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; @@ -1306,7 +1306,7 @@ void CL_ParseTempEntity(void) CL_FindNonSolidLocation(pos, pos, 5); CL_Tei_PlasmaHit(pos, dir, count); Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]); - CL_AllocDlight(NULL, &tempmatrix, 500, 0.6, 1.2, 2.0f, 2000, 9999, 0, 0, true, 1); + CL_AllocDlight(NULL, &tempmatrix, 500, 0.6, 1.2, 2.0f, 2000, 9999, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); break; default: diff --git a/client.h b/client.h index 70c2b66a..45dc560f 100644 --- a/client.h +++ b/client.h @@ -31,6 +31,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // max lights shining on one entity #define MAXENTLIGHTS 128 +// flags for rtlight rendering +#define LIGHTFLAG_NORMALMODE 1 +#define LIGHTFLAG_REALTIMEMODE 2 + extern int cl_max_entities; extern int cl_max_static_entities; extern int cl_max_temp_entities; @@ -90,12 +94,22 @@ typedef struct rtlight_s vec_t radius; // light filter char cubemapname[64]; + // light style to monitor for brightness + int style; // whether light should render shadows int shadow; // intensity of corona to render vec_t corona; - // light style to monitor for brightness - int style; + // radius scale of corona to render (1.0 means same as light radius) + vec_t coronasizescale; + // ambient intensity to render + vec_t ambientscale; + // diffuse intensity to render + vec_t diffusescale; + // specular intensity to render + vec_t specularscale; + // LIGHTFLAG_* flags + int flags; // generated properties // used only for shadow volumes @@ -180,6 +194,21 @@ typedef struct dlight_s // corona intensity // (worldlight: saved to .rtlights file) vec_t corona; + // radius scale of corona to render (1.0 means same as light radius) + // (worldlight: saved to .rtlights file) + vec_t coronasizescale; + // ambient intensity to render + // (worldlight: saved to .rtlights file) + vec_t ambientscale; + // diffuse intensity to render + // (worldlight: saved to .rtlights file) + vec_t diffusescale; + // specular intensity to render + // (worldlight: saved to .rtlights file) + vec_t specularscale; + // LIGHTFLAG_* flags + // (worldlight: saved to .rtlights file) + int flags; // linked list of world lights // (worldlight only) struct dlight_s *next; @@ -616,7 +645,7 @@ extern lightstyle_t *cl_lightstyle; extern client_state_t cl; -extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona); +extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags); extern void CL_DecayLights (void); //============================================================================= diff --git a/gl_models.c b/gl_models.c index c5f20054..5bd5f03e 100644 --- a/gl_models.c +++ b/gl_models.c @@ -229,7 +229,7 @@ void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor } } -void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) +void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { int c, meshnum, layernum; float fog, ifog, lightcolor2[3]; @@ -294,7 +294,7 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v if (layer->flags & ALIASLAYER_SPECULAR) { c_alias_polys += mesh->num_triangles; - R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR); + R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, 0, 0, specularscale); } else if (layer->flags & ALIASLAYER_DIFFUSE) { @@ -323,7 +323,7 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); } c_alias_polys += mesh->num_triangles; - R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE); + R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, ambientscale, diffusescale, 0); } } } diff --git a/gl_rmain.c b/gl_rmain.c index ec4d0dac..45314004 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -588,7 +588,7 @@ void R_RenderView(void) r_view_matrix = r_refdef.viewentitymatrix; GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); r_rtworld = r_shadow_realtime_world.integer; - r_rtworldshadows = r_rtworld && r_shadow_realtime_world_shadows.integer && gl_stencil; + r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer; r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; diff --git a/gl_rsurf.c b/gl_rsurf.c index ad5594e2..f8909668 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -1855,7 +1855,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, } } -void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) +void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; vec3_t lightmins, lightmaxs, modelorg; @@ -1888,7 +1888,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t t = surface->texinfo->texture->currentframe; // FIXME: transparent surfaces need to be lit later if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE) - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); + R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); } } } @@ -2556,7 +2556,7 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, } } -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) +void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; vec3_t lightmins, lightmaxs, modelorg; @@ -2584,7 +2584,7 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t { if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) qglDisable(GL_CULL_FACE); - R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); + R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) qglEnable(GL_CULL_FACE); } diff --git a/model_alias.c b/model_alias.c index fc92cc06..d72ea3c9 100644 --- a/model_alias.c +++ b/model_alias.c @@ -407,7 +407,7 @@ void Mod_BuildAliasSkinsFromSkinFiles(aliasskin_t *skin, skinfile_t *skinfile, c #define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)\n", loadmodel->name, VALUE, MIN, MAX); extern void R_Model_Alias_Draw(entity_render_t *ent); extern void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); -extern void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist); +extern void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist); void Mod_IDP0_Load(model_t *mod, void *buffer) { int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts; diff --git a/model_brush.c b/model_brush.c index b65fe41e..7835687d 100644 --- a/model_brush.c +++ b/model_brush.c @@ -2941,7 +2941,7 @@ extern void R_Q1BSP_DrawSky(entity_render_t *ent); extern void R_Q1BSP_Draw(entity_render_t *ent); extern void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer); extern void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); -extern void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist); +extern void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist); void Mod_Q1BSP_Load(model_t *mod, void *buffer) { int i, j, k; @@ -5677,7 +5677,7 @@ extern void R_Q3BSP_DrawSky(struct entity_render_s *ent); extern void R_Q3BSP_Draw(struct entity_render_s *ent); extern void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer); extern void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); -extern void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist); +extern void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist); void Mod_Q3BSP_Load(model_t *mod, void *buffer) { int i, j, numshadowmeshtriangles; diff --git a/model_shared.h b/model_shared.h index b5ac7bb5..67fc4ff1 100644 --- a/model_shared.h +++ b/model_shared.h @@ -599,7 +599,7 @@ typedef struct model_s // draw a shadow volume for the model based on light source void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); // draw the lighting on a model (through stencil) - void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist); + void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist); // trace a box against this model void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask); // fields belonging to each type of model diff --git a/r_light.c b/r_light.c index 908b5aa6..e3f53cb0 100644 --- a/r_light.c +++ b/r_light.c @@ -128,31 +128,29 @@ void R_UpdateLights(void) void R_DrawCoronas(void) { - int i, lnum; + int i, lnum, flag; float cscale, scale, viewdist, dist; dlight_t *light; if (r_coronas.value < 0.01) return; R_Mesh_Matrix(&r_identitymatrix); viewdist = DotProduct(r_vieworigin, r_viewforward); - if (r_rtworld) + flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++) { - for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++) + if ((light->flags & flag) && light->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) { - 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 = 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); - } + cscale = light->rtlight.corona * r_coronas.value * 0.25f; + scale = light->rtlight.radius * light->rtlight.coronasizescale; + 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, light = r_dlight;i < r_numdlights;i++, light++) { - 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) + if ((light->flags & flag) && 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 = light->corona * r_coronas.value * 0.25f; - scale = light->radius * 0.25f; + scale = light->rtlight.radius * light->rtlight.coronasizescale; if (gl_flashblend.integer) { cscale *= 4.0f; diff --git a/r_shadow.c b/r_shadow.c index 1559078f..8bc97703 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1225,6 +1225,49 @@ static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const fl } } +static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m) +{ + float *color4f = varray_color4f; + float dist, intensity, v[3]; + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(m, vertex3f, v); + if ((dist = DotProduct(v, v)) < 1) + { + dist = sqrt(dist); + intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; + VectorScale(lightcolor, intensity, color4f); + color4f[3] = 1; + } + else + { + VectorClear(color4f); + color4f[3] = 1; + } + } +} + +static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m) +{ + float *color4f = varray_color4f; + float dist, intensity, v[3]; + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(m, vertex3f, v); + if ((dist = fabs(v[2])) < 1) + { + intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; + VectorScale(lightcolor, intensity, color4f); + color4f[3] = 1; + } + else + { + VectorClear(color4f); + color4f[3] = 1; + } + } +} + // TODO: use glTexGen instead of feeding vertices to texcoordpointer? #define USETEXMATRIX @@ -1289,7 +1332,7 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -void R_Shadow_RenderLighting(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 *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting) +void R_Shadow_RenderLighting(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 *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale) { int renders; float color[3], color2[3], colorscale; @@ -1303,10 +1346,181 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements GL_DepthTest(true); if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { - if (lighting & LIGHTING_DIFFUSE) + if (ambientscale) + { + GL_Color(1,1,1,1); + colorscale = r_shadow_lightintensityscale.value * ambientscale; + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4) + { + // 3 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(basetexture); + m.pointer_texcoord[1] = texcoord2f; + m.texcubemap[2] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[2] = vertex3f; + m.texmatrix[2] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[2] = varray_texcoord3f[2]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight); +#endif + } + else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2) + { + // 2 3D combine path (Geforce3, original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(basetexture); + m.pointer_texcoord[1] = texcoord2f; + } + else if (r_textureunits.integer >= 4 && lightcubemap) + { + // 4 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + m.tex[2] = R_GetTexture(basetexture); + m.pointer_texcoord[2] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[3] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[3] = vertex3f; + m.texmatrix[3] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[3] = varray_texcoord3f[3]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight); +#endif + } + } + else if (r_textureunits.integer >= 3 && !lightcubemap) + { + // 3 2D combine path (Geforce3, original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + m.tex[2] = R_GetTexture(basetexture); + m.pointer_texcoord[2] = texcoord2f; + } + else + { + // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } + } + // this final code is shared + R_Mesh_State(&m); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); + GL_BlendFunc(GL_DST_ALPHA, GL_ONE); + VectorScale(lightcolor, colorscale, color2); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + if (diffusescale) { GL_Color(1,1,1,1); - colorscale = r_shadow_lightintensityscale.value; + colorscale = r_shadow_lightintensityscale.value * diffusescale; // colorscale accounts for how much we multiply the brightness // during combine. // @@ -1579,12 +1793,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements c_rt_lighttris += numtriangles; } } - if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))) + if (specularscale && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))) { // FIXME: detect blendsquare! //if (gl_support_blendsquare) { - colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value; + colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value * specularscale; if (glosstexture == r_shadow_blankglosstexture) colorscale *= r_shadow_gloss2intensity.value; GL_Color(1,1,1,1); @@ -1812,10 +2026,70 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements } else { - if (lighting & LIGHTING_DIFFUSE) + if (ambientscale) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + VectorScale(lightcolor, r_shadow_lightintensityscale.value * ambientscale, color2); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + if (r_textureunits.integer >= 2) + { + // voodoo2 + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + if (r_textureunits.integer >= 3) + { + // Geforce3/Radeon class but not using dot3 + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[2] = vertex3f; + m.texmatrix[2] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + } + } + R_Mesh_State(&m); + for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + { + color[0] = bound(0, color2[0], 1); + color[1] = bound(0, color2[1], 1); + color[2] = bound(0, color2[2], 1); + if (r_textureunits.integer >= 3) + { + GL_Color(color[0], color[1], color[2], 1); + m.pointer_color = NULL; + } + else if (r_textureunits.integer >= 2) + { + R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight); + m.pointer_color = varray_color4f; + } + else + { + R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight); + m.pointer_color = varray_color4f; + } + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + } + } + if (diffusescale) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); + VectorScale(lightcolor, r_shadow_lightintensityscale.value * diffusescale, color2); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = varray_color4f; @@ -1894,6 +2168,11 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i rtlight->corona = light->corona; rtlight->style = light->style; rtlight->isstatic = isstatic; + rtlight->coronasizescale = light->coronasizescale; + rtlight->ambientscale = light->ambientscale; + rtlight->diffusescale = light->diffusescale; + rtlight->specularscale = light->specularscale; + rtlight->flags = light->flags; Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix); // ConcatScale won't work here because this needs to scale rotate and // translate, not just rotate @@ -1956,7 +2235,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) 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, 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); 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 @@ -2191,10 +2470,10 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { R_Mesh_Matrix(&ent->matrix); for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) - R_Shadow_RenderLighting(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_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); + R_Shadow_RenderLighting(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_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale); } else - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist); } if (r_drawentities.integer) { @@ -2211,7 +2490,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) 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, 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); } } } @@ -2220,7 +2499,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) void R_ShadowVolumeLighting(int visiblevolumes) { - int lnum; + int lnum, flag; dlight_t *light; rmeshstate_t m; @@ -2240,18 +2519,17 @@ void R_ShadowVolumeLighting(int visiblevolumes) } else R_Shadow_Stage_Begin(); - if (r_rtworld) + flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + if (r_shadow_debuglight.integer >= 0) { - 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) + 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); } + else + for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) + if (light->flags & flag) + R_DrawRTLight(&light->rtlight, visiblevolumes); if (r_rtdlight) for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) R_DrawRTLight(&light->rtlight, visiblevolumes); @@ -2392,7 +2670,7 @@ dlight_t *R_Shadow_NewWorldLight(void) return light; } -void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname) +void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { VectorCopy(origin, light->origin); light->angles[0] = angles[0] - 360 * floor(angles[0] / 360); @@ -2413,6 +2691,11 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve if (!cubemapname) cubemapname = ""; strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname)); + light->coronasizescale = coronasizescale; + light->ambientscale = ambientscale; + light->diffusescale = diffusescale; + light->specularscale = specularscale; + light->flags = flags; Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1); R_RTLight_UpdateFromDLight(&light->rtlight, light, true); @@ -2508,9 +2791,9 @@ void R_Shadow_SelectLightInView(void) void R_Shadow_LoadWorldLights(void) { - int n, a, style, shadow; + int n, a, style, shadow, flags; char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; - float origin[3], radius, color[3], angles[3], corona; + float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale; if (cl.worldmodel == NULL) { Con_Print("No map loaded.\n"); @@ -2554,7 +2837,17 @@ void R_Shadow_LoadWorldLights(void) 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 %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags); + if (a < 18) + flags = LIGHTFLAG_REALTIMEMODE; + if (a < 17) + specularscale = 1; + if (a < 16) + diffusescale = 1; + if (a < 15) + ambientscale = 0; + if (a < 14) + coronasizescale = 0.25f; if (a < 13) VectorClear(angles); if (a < 10) @@ -2564,12 +2857,12 @@ void R_Shadow_LoadWorldLights(void) *s = '\n'; if (a < 8) { - 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); + 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] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1); break; } VectorScale(color, r_editlights_rtlightscolorscale.value, color); radius *= r_editlights_rtlightssizescale.value; - R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname); + R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); s++; n++; } @@ -2599,6 +2892,8 @@ void R_Shadow_SaveWorldLights(void) buf = NULL; for (light = r_shadow_worldlightchain;light;light = light->next) { + if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE) + sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\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->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags); if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2]) 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->corona, light->angles[0], light->angles[1], light->angles[2]); else @@ -2662,7 +2957,7 @@ void R_Shadow_LoadLightsFile(void) radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f)); radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); - R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL); + R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); s++; n++; } @@ -2886,7 +3181,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } VectorAdd(origin, originhack, origin); if (radius >= 1) - R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL); + R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } if (entfiledata) Mem_Free(entfiledata); @@ -2979,14 +3274,14 @@ void R_Shadow_EditLights_Spawn_f(void) return; } color[0] = color[1] = color[2] = 1; - R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL); + R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } void R_Shadow_EditLights_Edit_f(void) { vec3_t origin, angles, color; - vec_t radius, corona; - int style, shadows; + vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; + int style, shadows, flags, normalmode, realtimemode; char cubemapname[1024]; if (!r_editlights.integer) { @@ -3009,6 +3304,13 @@ void R_Shadow_EditLights_Edit_f(void) cubemapname[0] = 0; shadows = r_shadow_selectedlight->shadow; corona = r_shadow_selectedlight->corona; + coronasizescale = r_shadow_selectedlight->coronasizescale; + ambientscale = r_shadow_selectedlight->ambientscale; + diffusescale = r_shadow_selectedlight->diffusescale; + specularscale = r_shadow_selectedlight->specularscale; + flags = r_shadow_selectedlight->flags; + normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0; + realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0; if (!strcmp(Cmd_Argv(1), "origin")) { if (Cmd_Argc() != 5) @@ -3182,21 +3484,82 @@ void R_Shadow_EditLights_Edit_f(void) } corona = atof(Cmd_Argv(2)); } + else if (!strcmp(Cmd_Argv(1), "coronasize")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + coronasizescale = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "ambient")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + ambientscale = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "diffuse")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + diffusescale = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "specular")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + specularscale = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "normalmode")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "realtimemode")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + } else { Con_Print("usage: r_editlights_edit [property] [value]\n"); Con_Print("Selected light's properties:\n"); - Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); - Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); - Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); - Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius); - Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona); - Con_Printf("Style : %i\n", r_shadow_selectedlight->style); - Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no"); - Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname); + Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); + Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); + Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); + Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius); + Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona); + Con_Printf("Style : %i\n", r_shadow_selectedlight->style); + Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no"); + Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname); + Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale); + Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale); + Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale); + Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale); + Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no"); + Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no"); return; } - R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname); + flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0); + R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); } void R_Shadow_EditLights_EditAll_f(void) @@ -3235,15 +3598,21 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) 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);y += 8; - sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Shadows %s", r_shadow_selectedlight->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; -} + 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);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);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);y += 8; + sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);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);y += 8; + sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);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);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);y += 8; +} void R_Shadow_EditLights_ToggleShadow_f(void) { @@ -3257,7 +3626,7 @@ void R_Shadow_EditLights_ToggleShadow_f(void) Con_Print("No selected light.\n"); return; } - R_Shadow_UpdateWorldLight(r_shadow_selectedlight, 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_UpdateWorldLight(r_shadow_selectedlight, 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_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } void R_Shadow_EditLights_ToggleCorona_f(void) @@ -3272,7 +3641,7 @@ void R_Shadow_EditLights_ToggleCorona_f(void) Con_Print("No selected light.\n"); return; } - R_Shadow_UpdateWorldLight(r_shadow_selectedlight, 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_UpdateWorldLight(r_shadow_selectedlight, 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_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } void R_Shadow_EditLights_Remove_f(void) @@ -3334,6 +3703,12 @@ void R_Shadow_EditLights_Help_f(void) "cubemap basename : set filter cubemap of light (not yet supported)\n" "shadows 1/0 : turn on/off shadows\n" "corona n : set corona intensity\n" +"coronasize n : set corona size (0-1)\n" +"ambient n : set ambient intensity (0-1)\n" +"diffuse n : set diffuse intensity (0-1)\n" +"specular n : set specular intensity (0-1)\n" +"normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n" +"realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n" " : print light properties to console\n" ); } @@ -3360,6 +3735,11 @@ void R_Shadow_EditLights_CopyInfo_f(void) r_shadow_bufferlight.cubemapname[0] = 0; r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow; r_shadow_bufferlight.corona = r_shadow_selectedlight->corona; + r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale; + r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale; + r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale; + r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale; + r_shadow_bufferlight.flags = r_shadow_selectedlight->flags; } void R_Shadow_EditLights_PasteInfo_f(void) @@ -3374,7 +3754,7 @@ void R_Shadow_EditLights_PasteInfo_f(void) Con_Print("No selected light.\n"); return; } - R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname); + R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags); } void R_Shadow_EditLights_Init(void) diff --git a/r_shadow.h b/r_shadow.h index 29fd65b8..7abd67a4 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -34,9 +34,7 @@ extern mempool_t *r_shadow_mempool; void R_Shadow_Init(void); void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris); void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs); -#define LIGHTING_DIFFUSE 1 -#define LIGHTING_SPECULAR 2 -void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lightingflags); +void R_Shadow_RenderLighting(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 *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale); void R_Shadow_ClearStencil(void); void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); -- 2.39.2